Critique my build please (Kin/dark)
Siphon speed can be stacked 3 times if you also have hasten, and in such case brings you to the speed cap and gives you very nice recharge times.
Inertial reduction, Take it and superspeed, it gives you the vertical movement SS lacks.
Maneuvers is crud, pick assault as a per-requisite instead if you need tactics.
Don't take the medicine pool, you're much better off with some other powers.
Torrent... I wouldnt pick it, I'd rather take blackstar as seeing that you're a kin, the recharge time wont be that bad and with fulcrum shift you can get near the damage cap, wiping out minions with one shot and taking lt's to low health.
Moonbeam, It was fairly useful at low levels with my empath, but I 'specced it out later due to having more stuff to do at higher levels.
Life drain, never, EVER pick it, totally crappy power.
Leaderhip pool.
The kinetics set requires a tohit on almost every power which is why dark and kin doesnt have the best synergy. Dark doesnt have an AIM power.
Tactics will make you hit better, and is a must take for kin/dark. The way hitting works makes tohit buffs much better than accuracy enhancements.
Maneuvers is a waste of a power and any slots you put in IMO. The base value is too low.
Getting assualt and tactics is a very good idea.
Slotting:
Assault 1 end reduction
Tactics 1 end reduction 3 tohit buffs
Medicine Pool.
Kin isnt a healing set. Its a set that makes other people faster. Your job is 2 things
a) to keep everyone speedboosted + increased decenty on the main aggro takers.
b) to boost damage with fulcrum shift/siphon power.
The job of a defender isnt healing, its playing the best his set can do. If you think adding the med. pool will make you able to protect your team, your wrong. It has no range, heals very small amounts and has a huge animation time.
Speedboost should be taken ASAP.
Increased density should be taken ASAP.
A Paragon Defender
Oki, thanks for the input, a revised build :
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Gloom Empty(04)
06 : Hasten Empty(06)
08 : Siphon Speed Empty(08)
10 : Assault Empty(10)
12 : Swift Empty(12)
14 : Health Empty(14)
18 : Tactics Empty(18)
20 : Super Speed Empty(20)
22 : Stamina Empty(22)
24 : Repel Empty(24)
26 : Night Fall Empty(26)
28 : Increase Density Empty(28)
30 : Speed Boost Empty(30)
35 : Transference Empty(35)
38 : Fulcrum Shift Empty(38)
41 : Tenebrous Tentacles Empty(41)
44 : Inertial Reduction Empty(44)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
I have 4 powers to spare, i was thinking of
1) Recall friend, fits the concept, im a bit split on this one though as i know its really useful in the beginning of the game, but later on everyone will have a travel power, and this doesnt save that much time. I dont have a resurrect either to teleport people to me and bring them right back up.
2) Teleport foe, can let me select a weak enemy from the next pack my team fights, and put him away as a "battery" in the back of our team. (ive only read about this battery concept though, never tried it myself, and i dont know if i will be doing it myself yet)
Epic/ancilary power set:
3) Oppressive gloom, to lock down a battery in case i decide to go for that strategy, shouldnt be too dangerous with only 1 enemy in the back with me
4)Dark Embrace, for protection/survivability
I'd say drop one power (I'd go with repel), so you'll be able to get three powers from acnillary pools, as there are some really useful stuff there.
Psi:
Domination - Very useful single-target hold, decent damage
Mind Over Body - One of the very few psi resist powers in game, and gives quite nice resistance
Telekinesis - Fantastic power, tollge AoE hold and repel.
Elec:
Thunder Strike - Very nice damage, and the knockback can help survivability
Charged Armor - Very nice S/L/E RES
Power Sink - Good END drain/recovery power
Power:
Conserve Power - With this, stamina and transfusion, END is no longer an issue.
Power Build Up - Very useful due to doubling all secondary effects as well as giving damage and ToHit buff.
Temp. Invul. - Only gives S/L resistance, still useful though
Total Focus - Long-ish recharge but that's not such an issue with kin, very nice damage and stun.
Dark:
Opressive gloom - decent stunner, but hard to keep multiple enemies affected.
Dark Consumption - long-ish recharge but otherwise good END recovery move.
Dark Embrace - Very nice S/L/N/T RES shield
Sould Drain - This+fulcrum shift on a decent sized group=damage cap and very high accuracy.
That said, Transfusion is the single best AoE heal in the game - it's not far off Empathy's single target heal (Heal Other) for damage mitigation - and Transference (Properly slotted) will completely refill the end bars of everyone in range.
Omnes relinquite spes, o vos intrantes
My Characters
CoX Chatlog Parser
Last.fm Feed
Really nice info, getting closer to a final build now
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Gloom Empty(04)
06 : Hasten Empty(06)
08 : Siphon Speed Empty(08)
10 : Assault Empty(10)
12 : Swift Empty(12)
14 : Health Empty(14)
16 : Speed Boost Empty(16)
18 : Tactics Empty(18)
20 : Super Speed Empty(20)
22 : Stamina Empty(22)
24 : Inertial Reduction Empty(24)
26 : Night Fall Empty(26)
28 : Increase Density Empty(28)
30 : Tenebrous Tentacles Empty(30)
32 : Fulcrum Shift Empty(32)
35 : Transference Empty(35)
38 : Blackstar Empty(38)
41 : Combat Jumping Empty(41)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
(again, not level by level, merely a list of the stuff i want)
I omitted the epic pool powers for now, ive left room for 3 of them, but ill wait a bit before i decide, get more comfortable playing my character and knowing its strengths, weaknesses, and thus what epic pool powers to pick
I still have one consern though:
Why do i pick
-Siphon speed
-Hasten
-Super speed
-Reduce inertia
?
Doesnt basically all the stack and overwrite eachother and make eachother redundant ?
Also, i am still unsure wether or not siphon speed also increase recharge speed of powers ? The hero planner says "Foe -speed, player +speed" it says nothing about +recharge
And a final question:
I picked combat jumping to fill out the build basically, as it gives me +def. Are there any other more useful pool powers with +def i should pick instead ? Or any other more useful pool powers in general
[/i]
You don't need Stamina if you take transference at as soon as you can (Lv26).
Why do i pick
-Siphon speed
Because it increases your movement speed and recharge speed by 25% as well as reducing the speed of the target by 25%. You can also double stack it for a 50% buff/debuff (Triple stackable with Hasten for 75%)
-Hasten
IMO it's optional for a Kinetics build, but you can never have powers up and running fast enough.
-Super speed
There's no real need for any travel power with Kinetics, as long as you're happy with Superjump / Superspeed that need refreshing once a minute (not as bad as it sounds)
-Reduce inertia
Not only is it a free superjump (No pre-reqs) but it allows you to grant Superjump to other people - superspeeders and low levels will love you for it.
Combat Jumping's DEF is minimal - it'll save you from about 2.5 hits out of every hundred up to 4/100 with 3 SOs. Statistically it's barely noticable, unless you've already got other DEF powers (Super Reflexes, Force Field Stone Armour or Ice Armour).
Omnes relinquite spes, o vos intrantes
My Characters
CoX Chatlog Parser
Last.fm Feed
Thanks, slowly getting there
[ QUOTE ]
You don't need Stamina if you take transference at as soon as you can (Lv26).
[/ QUOTE ]
Maybe, but there isnt much else to pick
I wouldnt mind not picking those 3 powers (did swift/hurdle stack with the other 15 travel powers i will be getting with this primary) beacuse i find it a bit silly that almost every player is forced to take 3 specific powers to have enough endurance to have fun playing the game
How about skipping hurdle/health/stamina and instead picking manuevers/stealth(self)/fly ?
I would then have manuevers stealth and hover for +def, and fly for the fun factor (i really really love to fly !)
Seriously, the difference is phenomenal - I've gone from running of end in any protracted fight to not running out once - and I haven't even slotted Transference for End Mod yet.
Swift is handy to have on top of Siphon Speed and Hurdle is equally handy to add onto Inertial Reduction, but neither are required.
Here's my build for a sort of comparison (I've got the Elec secondary, but the primary should be fairly similar). Ignore the slotted as it's designed for post-transference - hence the lack of endurance reduction enhancements in the powers.
Pool-wise I've taken Swift & Hurdle along with Assault, Tactics and Vengeance. Some may question the usefulness of Vengeance but I needed a power for that slot and I figure that sooner or later it's all going to hit the fan and someone will die - so you might as well use that to buff the hell out of the rest of the team.
I went with the Psychic APP on the advice of Wilf as Mass Hypnosis will allow you to Fulcrum Shift/Siphon Power/Siphon Speed without generating aggro and Mind Over Body is a very good RES power and I can stack Dominate with Tesla Cage to hold bosses.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Sonara
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Electrical Blast
---------------------------------------------
01) --> Transfusion==> Acc(1) Acc(3) Rechg(3) Heal(5) Heal(5) Heal(7)
01) --> Charged Bolts==> Acc(1) Dmg(7) Dmg(21) Dmg(34)
02) --> Siphon Power==> Acc(2) Acc(9) Rechg(9) Rechg(11) Rechg(11)
04) --> Lightning Bolt==> Acc(4) Dmg(25) Dmg(29) Dmg(36)
06) --> Siphon Speed==> Acc(6) Acc(13) Rechg(15) Rechg(15) Rechg(17)
08) --> Ball Lightning==> Acc(8) Dmg(13) Dmg(27) Dmg(29)
10) --> Increase Density==> DmgRes(10) DmgRes(17) DmgRes(19)
12) --> Speed Boost==> EndMod(12) EndMod(25) EndMod(31)
14) --> Short Circuit==> Acc(14) Acc(19) EndMod(21) EndMod(23) EndMod(23)
16) --> Aim==> Rechg(16)
18) --> Inertial Reduction==> Jump(18)
20) --> Assault==> EndRdx(20)
22) --> Swift==> Run(22)
24) --> Tactics==> EndRdx(24) TH_Buf(27) TH_Buf(31) TH_Buf(43)
26) --> Transference==> Acc(26) Rechg(31) Rechg(33) EndMod(33) EndMod(33) EndMod(48)
28) --> Tesla Cage==> Acc(28) Hold(34) Hold(34) Hold(36)
30) --> Hurdle==> Jump(30)
32) --> Fulcrum Shift==> Acc(32) Acc(36) Acc(37) Rechg(37) Rechg(37) Rechg(45)
35) --> Voltaic Sentinel==> Rechg(35) Acc(40) Acc(42) Dmg(42) Dmg(42) Dmg(43)
38) --> Thunderous Blast==> Acc(38) Acc(39) Dmg(39) Rechg(39) Rechg(40) Rechg(40)
41) --> Vengeance==> DefBuf(41) DefBuf(43) DefBuf(45) TH_Buf(46)
44) --> Mass Hypnosis==> Acc(44) Rechg(45) Rechg(46) Rechg(46)
47) --> Mind Over Body==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Dominate==> Acc(49) Hold(50) Hold(50) Hold(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Rechg(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Omnes relinquite spes, o vos intrantes
My Characters
CoX Chatlog Parser
Last.fm Feed
Okay this is close to my defenders build which I had while i was levelling him. Obviously a few adjustments are made, it fits E.D, you have dark secondary, there are powers added which I wish i took. This build is a pure PvE and pure support kinetics defender. The kinetics slotting side of things is suited to PvE.
---------------------------------------------
Exported from Ver: 1.7.2.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
---------------------------------------------
Name:
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Dark Blast
---------------------------------------------
01) --> Transfusion==> Acc(1) Acc(3) Heal(3) Heal(5) Heal(5) Rechg(9)
01) --> Dark Blast==> Acc(1) Acc(21)
02) --> Siphon Power==> Acc(2) Acc(9) Rechg(11) Rechg(11) Rechg(21)
04) --> Gloom==> Acc(4) Acc(25) Dmg(40) Dmg(46) Dmg(46)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Swift==> Run(8) Run(43)
10) --> Increase Density==> DmgRes(10) DmgRes(15) DmgRes(15)
12) --> Speed Boost==> EndMod(12) EndMod(13) EndMod(13)
14) --> Super Speed==> Run(14)
16) --> Siphon Speed==> Acc(16) Acc(17) Rechg(17) Rechg(19) Rechg(19) Slow(25)
18) --> Inertial Reduction==> Jump(18)
20) --> Hurdle==> Jump(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Assault==> Rechg(24) Rechg(37)
26) --> Transference==> Acc(26) Acc(27) EndMod(27) EndMod(29) Rechg(29) Rechg(36)
28) --> Tactics==> TH_Buf(28) TH_Buf(36) TH_Buf(36) EndRdx(37)
30) --> Vengeance==> DefBuf(30) DefBuf(31) DefBuf(31) TH_Buf(31) TH_Buf(34) TH_Buf(34)
32) --> Fulcrum Shift==> Acc(32) Acc(33) Rechg(33) Rechg(33) Rechg(34)
35) --> Tenebrous Tentacles==> Acc(35) Acc(37) Rechg(46) Rechg(50)
38) --> Blackstar==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
41) --> Power Build Up==> Rechg(41) Rechg(42) Rechg(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
44) --> Temp Invulnerability==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
47) --> Total Focus==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50) EndRdx(50)
49) --> Recall Friend ==> Range49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Few things:
Kinetics, this is mainly a buffing set, its filled with the best buffs in the game. You should really focus on buffing, the heal is a good support though, It is a great AoE heal.
The main point of kinetics is to speed up things. All the essential buffs and debuffs lead to your team hacking through mobs in record time.
Speed boost reduces downtime in missions and makes teammate attack at a greater rate.
Transference allows the team to keep up their rate of attack without endurance problems. You and your team will always be able to replenish endurance.
Siphon Power and Fulcrum Shift, ensure that you are outdamaging your opponent, and greatly increases the rate at which your team will take down a mob.
Increase Density gives good res to damage, The res to status effects aswell as Knockback protection and high rest to damage. Really do help "squishies"
As you can see these type of powers, and many more aid in speed up battles.
The bain of kinetics is accuracy which is why its always a good idea to get tactics, and vengeance is always a nice buff, as it is unavoidable someone will die in your team, might aswell make good use of it eh
I always think its good to have fitness and getting stamina along with kinetics, especially if you run leadership pool, there will be times where you'll run low on endurance and transference requires a tohit,so there is always a chance you'll miss. Stamina really helps me keep my buffing up without worry about endurance.
I really don't advise getting medicine on a kinetics, absolutely no need for it, Aid other does a pathetic single target heal, and you already have an outstanding AoE one. You don't need a res just carry awakens. Waste of a pool power with kinetics.
I'd advise getting hasten, The recharge buff really helps get fulcrum shift, your heal and transference up as often as possible. And siphon speed is a nice in combat movement power, and the recharge gets us close to perma hasten as possible.
If your thinking of getting hover/fly i'd get rid of inertial reduction and superspeed and replace it with hover/fly. Travel powers is always a personal choice, but you won't be disappointed with inertial reduction and ss, Everyone will love you for inertial reduction, Especially the superspeeders during terra volta.
Hope that helped at all, its getting late and my eyes are shutting >_<
[ QUOTE ]
Seriously, the difference is phenomenal - I've gone from running of end in any protracted fight to not running out once
[/ QUOTE ]
I meant stamina, not transference
[ QUOTE ]
[ QUOTE ]
Seriously, the difference is phenomenal - I've gone from running of end in any protracted fight to not running out once
[/ QUOTE ]
I meant stamina, not transference
[/ QUOTE ]
I know, my point was that you really don't need stamina once you've got Transference, so there's no need to take it unless you really can't find any other power to take in its place.
Omnes relinquite spes, o vos intrantes
My Characters
CoX Chatlog Parser
Last.fm Feed
All I would say is... see how you get on with siphon speed and be ready to take superspeed at 14 if siphon drives you mad. I found it just too frustrating to try and get by on siphon when you are in areas where the street mobs are several levels higher than you are (Hollows, Independance Port etc). You will be taking hasten anyway so it's just one slot - its not like its costing you three or anything. Given a choice of Super or Health at 14 - travel power all the way!
I zip about on superspeed outside and just use siphon as the in mish travel/slow/recharge booster.
[ QUOTE ]
Thanks, slowly getting there
[ QUOTE ]
You don't need Stamina if you take transference at as soon as you can (Lv26).
[/ QUOTE ]
Maybe, but there isnt much else to pick
I wouldnt mind not picking those 3 powers (did swift/hurdle stack with the other 15 travel powers i will be getting with this primary) beacuse i find it a bit silly that almost every player is forced to take 3 specific powers to have enough endurance to have fun playing the game
How about skipping hurdle/health/stamina and instead picking manuevers/stealth(self)/fly ?
I would then have manuevers stealth and hover for +def, and fly for the fun factor (i really really love to fly !)
[/ QUOTE ]
Yadia I'm unsure as too why you're leaving it so late to get the Level 8 & 9 Kinetics powers? You don't need Stamina at all, just take transference at 26 and thats 3 whole slots opened up. Spend one on Superspeed at 14 and theres 2 extra to play with. Personally with my Kinetics I went with Air Sup, Fly and Aid Other with those 3 slots.
One I'd certainly spend on Tentacles as soon as they are available. The best power in Dark Blast for my money.
Hasten & Siphon Speeds complement each other. In missions you should be able to almost perma-hasten if you lay down Siphons whenever you can.
Siphon speed grants nearly as much recharge as hasten and nearly as much endurance recovery as stamina.
The Leadership pool is awesome - Maneuvers/Assault aren't all that (I'd get maneuovers since the extra damage is swamped by your own damage-siphoning abilities), but Tactics 3-slotted is great to enable you (and your team) to punch above your weight. Also, since you don't have a rez, you can get Vengeance, which is a great buff for the team if someone goes down. But I woulnd't dip into the leadership pool until much later - starting in your 20s. You don't really need it till then (when you start going on harder settings against tougher mobs). I'd get another Kin or DB power in there.
Don't know about the medicine pool, but I'd be inclined to say unless you really want to be a more empath-like defender and definitely have the power to do single target heals, it would be better to get more kinetics/DB stuff - the whole set (apart from repel/inertial reduction if you already have a travel power) is very much worth getting if you can squeeze it in.
Dark blast the main thing is to get the 2 cones - TT and NF; line up for TT, step back a bit and fire of NF and you've got some pretty good AoE damage once they're slotted up (contrary to some advice, I'd say you should slot TT for damage to maximise the effect of this AoE chain). I'd get TT much earlier so you can have this good 1-2 punch as soon as you can. These powers cycle quickly too. NF is end heavy tho so stick endred in there.
I agree that unless you're going to make sniping your thing, there's no point in taking Moonbeam.
Siphon Speed doesn't affect end recovery, only Speed Boost does.
Omnes relinquite spes, o vos intrantes
My Characters
CoX Chatlog Parser
Last.fm Feed
You don't need Stamina, especially when you get Transference.
After about level 29 (remember to slot it), you can more of less ignore your endurance bar, as Transference can fill it up instantly.
By all means take it if you want, but it is a bit gratuitous. If you want to take it for a few levels and respec it out (like I did), then do.
Grant Invis and Stealth are good powers to pick up instead, and everybody loves Recall Friend.
[ QUOTE ]
Yadia I'm unsure as too why you're leaving it so late to get the Level 8 & 9 Kinetics powers?
[/ QUOTE ]
The list was merely a list
But the hero planner insisted on including the levels at which i had picked the powers
It was simply a list of what powers i wanted or asked for advice on, not a level by level plan
Thanks for the input from everyone
Ive made a build now, this time with the actual levels i will pick things at
. I will leave the decisions about slots for when i get them and know there and then what i need the most
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast
01 : Tranfusion
02 : Siphon
04 : Gloom
06 : Siphon
08 : Increase Density
10 : Hasten
12 : Speed Boost
14 : Super Speed
16 : Tenebrous Tentacles
18 : Inertial Reduction
20 : Assault
22 : Tactics
24 : Night Fall
26 : Transference
28 : Hover
30 : Fly
32 : Fulcrum Shift
35 : Stealth
38 : Grant Invisibility
41 : Blackstar
44 : Dark Consumption
47 : Dark Embrace
49 : Soul Drain
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
Apologies for hijacking the thread slightly, but as a Kin/Psi, would a similar build to The Spad's be suitable, swapping the corresponding Psi powers for the Electric ones?
on my kin / dark i skipped:
all travel power pools (bar tp friend) and fitness
reason being:
siphon speed stacks plus a slow in gives you a further run speed boost, 2 of these and you're basically running at superspeeds
IR is a superjump
Transference and siphon speed help with all recharge.
Pools i took were:
medicine, teleport (for tpfriend only) and then the epic psy mastery.
fitness was just not needed, even at the early levels
travel powers just were not needed once i had siphon speed stacking
teleport friend and medicine were for the rez recovery and downtime healing.
dark side:
gloom, tents and nightfall were the cornerstone attacks till epics, dark blast was ignored.
torrent was very very useful as a powerpush knockback when it was needed to save squishies - its much underated, one thing that was very very useful to do was, tent a group then torrent them, they go flying and they are still immobilised when they get up.
once you get blackstar your standard attack on a big group will be:
run in, fulcrum, siphon power then blackstar, pop a blue, transference off the boss and tehn pull out to tent any chasers, nightfall teh rest while slapping gloom on the boss.
once you get epics things change a lot, but the above is the basica attack cycle i had, before blackstar you're more lining the attacks up for tents and nightfall to hit as much of the group as possible with a gloom and sihon speed on the boss.
edit: i tell a lie, i took hover and air super too
@ExtraGonk
Ooops sry my bad - too late to amend unfortunately.
yeah sihpon speed is cool for double whammies...if you have a target!
Do agree that you don't need the fitness pool....wel not stamina anyway.
If I had hung around to do a siphon power after a fulcrum shift on a mob of Malta say, I'd have never gotten the Nova off...faceplant time....just fulcrum shift/nova/cab/tranference....back in business <obviously there is alot of running around squealing in blind panic inbtween them until the aggro is off you>
I have been tempted to respec all my travel power off but I have acrobatics which is important if you stand up close to the mobs and the bit of Stealth that Super speed gives you is handy...so no I think I will keep my travel powers thankyou.
Epics: I took the mind stuff. Domination is a good stopper and is now part of my attack cycle, really good versus AV's.
Mind over Matter gives you some yummy psi protection and Mass Hypnosis is a good get out of jail card when the next mob along has been aggro'd before the one you are fighting have been dealt with.
I must put my build up here some time so everyone can rip it to bits
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
I recently made a kin/dark defender, after not liking my rad/rad all that much.
I am only level 8 so far, but i am having some problems selecting what powers to use, mostly because there are so many i want, but also because i dont know how a few of them really works.
Siphon Speed: I heard this also carries with it the effect of hasten, is this true ?
Does this power grant the same speed increase as the pool power super speed ?
Does it stack with swift from the fitness pool ?
Maneuvers and Tactics
How big increases are these 2 powers ? Do they really do anything much at all ?
Medicine pool
I picked aid other because the kin heal, while good, isnt that easy to land on people, and isnt all that reliable. Also, it cant be used after a fight.
How does the aid other skill compare to, say, heal other ? Just as good only slower recharge ? Is it just a crappy skill that exists to give blasters/scrappers SOME form of team-powers ?
Should i pick aid self at all ? Considering i can always position myself for a transfusion-heal much easier than i can get a team mate to move.
Should i get the resurrect, if i pick both these powers ?
I really am at a loss as to what to pick, theres so many things i want in addition to the skills that have made it onto my list so far (hover/fly since i love flying, the stealth skills for added protection since kin doesnt have anything directly protecting, recall friend for more team oriented powers)
I am making this character mainly to be a teamer, with lots of things to offer to a team, but also to have the ability to solo if the need arises (hence my liberal selection of secondary powers in dark)
Any comments ? Any must-have powers that i missed ?
Moonbeam : theres always someone on a team with a snipe, im too busy to use this in a fight and before a fight i dont need to be the puller, so i skipped this.
Dark Pit: Seems quite uninteresting, i have repel and torrent if i absolutely need to incapacitate several enemies in a hurry
Life Drain: shouldnt be needed, since i have a pretty decent heal that i wont have any problems recieving my self
Blackstar: the idea of a superpower that leaves you without any endurance for a while, and that you can only use once every mission (so to speak ) doesnt appeal to me at all.
Inertia Reduction: I have never met another player (in my extensive amount of play time to level 17 :P hehe) that didnt have a travel power, and id rather have a real travel power myself, considering those also give added protection and such, any advice here ?
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Dark Blast
01 : Dark Blast Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Gloom Empty(04)
06 : Hasten Empty(06)
08 : Maneuvers Empty(08)
10 : Aid Other Empty(10)
12 : Swift Empty(12)
14 : Health Empty(14)
16 : Aid Self Empty(16)
18 : Tactics Empty(18)
20 : Super Speed Empty(20)
22 : Stamina Empty(22)
24 : Repel Empty(24)
26 : Night Fall Empty(26)
28 : Increase Density Empty(28)
30 : Speed Boost Empty(30)
32 : Torrent Empty(32)
35 : Transference Empty(35)
38 : Fulcrum Shift Empty(38)
41 : Tenebrous Tentacles Empty(41)
44 : Dominate Empty(44)
47 : Mind over Body Empty(47)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
NOTE : the level i picked the powers at is absolutely irrelevant, i just picked them as i decided i wanted them in "expert" mode in the hero planner, no need to comment the order of selection
Also: I didnt slot anything, as im not going to bore you with doubling the amount of text in here when its not really needed since this isnt even near a finished build yet. I dont think slotting should be that big a problem anyways