Kin/Psi - Powers
For kinetics I never bothered with repel, you need to be close to them to benifit from your heal & endurance refills and repel knocks them away so...
Don't know much about psi, but the snipe attack and final nuke are really good.
G-Force
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For kinetics I never bothered with repel, you need to be close to them to benifit from your heal & endurance refills and repel knocks them away so...
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I very much agree with that.
With my Kin/psy I took no pool powers, instead relying on IR to get around. If you want a different travel power then you can skip it.
As you are in melee range a lot, some form of knockback protection (Hover or Acrobatics) will come in useful.
For Psy, TK Blast and Will Domination will be your bread and butter. Subdue is also a reasonable attack with a decent chance to immobilise too. The snipe has a huge range and is useful for pulling.
Don't stick any slots in mental blast and remove it from your tray. It's a horrible, horrible attack. Scramble Thoughts is the other one which is considered a bit weak.
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
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For kinetics I never bothered with repel, you need to be close to them to benifit from your heal & endurance refills and repel knocks them away so...
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i agree but love mucking about with repel...
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For Psy, TK Blast and Will Domination will be your bread and butter. Subdue is also a reasonable attack with a decent chance to immobilise too. The snipe has a huge range and is useful for pulling.
Don't stick any slots in mental blast and remove it from your tray. It's a horrible, horrible attack. Scramble Thoughts is the other one which is considered a bit weak.
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In a nutshell thats all you need to know about Psi
Kinwise just about everything has its uses, but before you drop speed boost on everyone and they all go flying past their targets and bouncing off walls ask if they want it
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Kinwise just about everything has its uses, but before you drop speed boost on everyone and they all go flying past their targets and bouncing off walls ask if they want it
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Yeah ive been told "stop giving me superspeed" a few times. The rest of the team usually jump in and point out the greatly increased end recovery rate and the hasten it grants, and they come crawling back asking for speed boost again, hehe
You can easily do without reduce inertia from the kinetic set, its actually quite annoying, you cant use it on the fly so you need to stop up every so often.
Myself im taking everything from kin except repel and reduce inertia (going to respec out of it), maneuvers, tactics and assault from leadership, hover and fly, stealth and grant invis, hasten and superspeed
Super speed is more than fast enough to be your only travel power. Hover lets you stand with the meleewith added protection (so does maneuvers and stealth, for a total of +10% to defense i think)
I prefer to stand with the melee at least, means i get healed whenever they get healed, makes it much easier to buff them with the 3 powers that requires you to stand close to an enemy.
I am only 22 so far, so most of these things are purely theoretical. i do know though that i absolutely love tactics, it made a tremendous difference in the amount of misses reduced, much more than slotting powers with +acc enhancements.
SO +acc enhancements will propably do good though, but i dont feel i get anything at all out of even DO +acc enhancements
Also, i regretted taking reduce inertia 10 minutes after having picked it, when i was tired of having to recast it during traveling (more frustrating than using siphon speed to travel with before you get a 14 travel power,
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Also, i regretted taking reduce inertia 10 minutes after having picked it, when i was tired of having to recast it during traveling (more frustrating than using siphon speed to travel with before you get a 14 travel power,
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One of the best uses I found for it is to use it just before using Psychic Wail. No endurance isnt a problem and no suppression either
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
Thankyou very much for the tips guys, hopefully I'll be able to put up a planned build tomorrow, after I choose what to take for level 10.
Was bored; so did the plan now.
If there's anything glaringly wrong with it, let me know.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Mind Sweeper
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Psychic Blast
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01) --> Transfusion==> Acc(1) Acc(3) Rechg(3) Heal(5) Heal(5) Heal(7)
01) --> Mental Blast==> Dmg(1)
02) --> Siphon Power==> Acc(2) Acc(9) Rechg(9) Rechg(11) Rechg(11)
04) --> Subdue==> Acc(4) Dmg(7) Dmg(13)
06) --> Siphon Speed==> Acc(6) Acc(13) Rechg(15) Rechg(15) Rechg(17)
08) --> Increase Density==> DmgRes(8) DmgRes(17) DmgRes(19)
10) --> Hover==> DefBuf(10) DefBuf(40)
12) --> Speed Boost==> EndMod(12) EndMod(25) EndMod(31)
14) --> Psionic Lance==> Rechg(14) Dmg(27) Dmg(29) Dmg(29)
16) --> Telekinetic Blast==> Acc(16) Acc(19) Dmg(21) Rechg(23) Dmg(34) Dmg(42)
18) --> Inertial Reduction==> Jump(18)
20) --> Will Domination==> Acc(20) Dmg(21) Rechg(23) Dmg(25) Rechg(36) Dmg(43)
22) --> Assault==> EndRdx(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) --> Psychic Scream==> Acc(28) Dmg(34) Dmg(34) Rechg(42)
30) --> Hurdle==> Jump(30)
32) --> Fulcrum Shift==> Acc(32) Acc(36) Acc(37) Rechg(37) Rechg(37) Rechg(45)
35) --> Stealth==> EndRdx(35) DefBuf(36) EndRdx(42)
38) --> Psychic Wail==> 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)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
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I'd add 1 acc to transference in stead of an endMod.
I'd move the recharge enhances of your attacks to the end, you'll be very busy already and the odd attack you'll throw in will have enough time to recharge
Increase Density can be pushed back, would not add slots to it
With all the leadership toggles it'll be a pain to activate them all again after you've been stunned or so, I kept my kinetic defender as low-toggle as possible. She gets by with combat jumping & acrobatics. (Superjump stacks lovely with Inertial Reduction btw)
Not sure about adding so many slots to vengeance, you expect your teammates to die?
Hope it helps...
G-Force
I wouldnt bother slotting defbuffs in hover or stealth. The extra 0.5% def isn't worth the slots. I find 3 flight speeds in hover + siphon speed makes a decent combat travel power.
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
Excepting your teammates not to die over the lifetime of your levelling is naíve - if you need a power to fill the slot you might as well make it worthwhile when you use it.
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Excepting your teammates not to die over the lifetime of your levelling is naíve - if you need a power to fill the slot you might as well make it worthwhile when you use it.
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Well, I did base some of my build on The_Spad's Kin/Elec build in a different thread, so a few similarities are had there.
I'll replace the Def+ in Hover for Flight Speed then, and the Def+ in Stealth for End Reduction.
I can't leave Increase Density until later, as it was already picked when I started this thread, as I'm at the position of picking my level 10 power. But I will move the Dam Res slots elsewhere.
I can't recommend Hasten enough for a Kin. You have so many Recharge reducers slotted that Hasten will really improve your powers. Also Siphon Speed allows you to keep Hasten downtime pretty low.
Also I prefer Transference slotted for 3 recharge first, I think mine is 1 ACC, 3 recharge and 2 end mods but I run tactics. If I didn't run tactics I would use 2 acc, 3 recharge and 1 end mod. The end gained is enough from a single end mod to fill you up.
I went the Hover route at one point and hated it. It seems great on paper except you can never get Siphon Speed perma in a real team situation due to sometimes missing and teammates defeating your target, I found that you need 2 Siphon Speeds to get decent speed too. I would then switch to fly to find the next enemy and run out of end. However I was not sensible enough to slot 3 flight speeds in Hover, something that is essential for this strategy IMO.
As for Inertial Reduction, it makes a pretty reasonable travel power.
Also I have said in the past ( and many have disagreed with me ) that Speed Boost only needs the default slot. It provides a better endurance boost than 3 slotted Stamina unslotted and with the default slot is something like 1.5 times as good as 3 slotted stamina. I would try without extra slots and see how it goes. Given that you have planned to slot them in the mid 20s I suspect you will use the slots for something else.
@Unthing ... Mostly on Union.
A slightly amended table:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Mind Sweeper
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Psychic Blast
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01) --> Transfusion==> Acc(1) Acc(3) Rechg(3) Heal(5) Heal(5) Heal(7)
01) --> Mental Blast==> Dmg(1)
02) --> Siphon Power==> Acc(2) Acc(9) Rechg(9) Rechg(11) Rechg(11)
04) --> Subdue==> Acc(4) Dmg(7) Dmg(13)
06) --> Siphon Speed==> Acc(6) Acc(13) Rechg(15) Rechg(15) Rechg(19)
08) --> Increase Density==> DmgRes(8)
10) --> Hover==> Fly(10) Fly(17) Fly(17)
12) --> Speed Boost==> EndMod(12)
14) --> Psionic Lance==> Rechg(14) Dmg(27) Dmg(29) Dmg(29) Rechg(43)
16) --> Telekinetic Blast==> Acc(16) Acc(19) Dmg(21) Dmg(23) Dmg(25) Rechg(34)
18) --> Inertial Reduction==> Jump(18)
20) --> Will Domination==> Acc(20) Acc(21) Dmg(23) Dmg(25) Dmg(36) Rechg(42)
22) --> Assault==> EndRdx(22)
24) --> Tactics==> EndRdx(24) TH_Buf(27) TH_Buf(31) TH_Buf(43)
26) --> Transference==> Acc(26) Acc(31) Rechg(33) Rechg(33) EndMod(33) EndMod(48)
28) --> Psychic Scream==> Acc(28) Dmg(34) Dmg(34) Rechg(42)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(40)
32) --> Fulcrum Shift==> Acc(32) Acc(36) Acc(37) Rechg(37) Rechg(37) Rechg(45)
35) --> Stealth==> EndRdx(35) EndRdx(36) EndRdx(42)
38) --> Psychic Wail==> Acc(38) Acc(39) Dmg(39) Dmg(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==> Dmg(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
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With my kin/elec I went the Acrobatics route - so from kinetics I missed out on Repel and IR, took the Super Leaping line for travel power, and got Acrobatics.
I cannot recommend Acrobatics highly enough for kinetics as knockback/hold protection (most holds, though not all). CJ also protects against immob. This suite of protection against those common attacks enables you to build up without interruption the "head of steam" you need (stacked siphon speeds on top of hasten, giving you Transference/Fulcrum/Transfusion regularly).
I took Acrobatics, and then immediately got chain stunned by every enemy I met. It's not as amazing as people say it is.
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Excepting your teammates not to die over the lifetime of your levelling is naíve - if you need a power to fill the slot you might as well make it worthwhile when you use it.
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*twitches*
Naïve!
What does chain stunning have to do with Acrobatics (except that stuns drop toggles, which is obviously annoying)? Surely there isn't a connection and you would have been just as chain stunned without Acrobatics.
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...Also, i regretted taking reduce inertia 10 minutes after having picked it, when i was tired of having to recast it during traveling...
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THE solution for travelling with intertial reduction:
bind z "powexec_name inertial reduction"
This way when inertial reduction is wearing off just at the highest point in your jump press Z with your pinky and before you hit the ground it will be recast.
"targetthreadnext$$powexec_name Resurrect"
Good tip that though - Casting IR at the zenith of your hop means by the time you hit the ground it's go again.
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]!
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<snip> (Superjump stacks lovely with Inertial Reduction btw) <snip>
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Do they? Just tried it on test and couldn't see a difference: IR looks faster anyway (to me at least ) and I wasn't jumping higher or noticably faster with both on... Anyone know for sure?
I thought this thread was looooong dead...
Although nice tip about the IR.
Wasn't me that (re)started it
Thread Necromancy FTW!!!
They should make somekind of warning system, like: last reaction in this thread is more than 2 weeks old, are you sure you want to post a new message?
Normally I try to not revive threads.
I'm currently thorughly enjoying playing as a Psi/Kin Defender, and am about to hit Level 10. I'm wondering if there are any powers which should be avoided at all costs in either set, and which ones in /Psi and Pool Powers are desirable?
Currently have:
-Transfusion
-Siphon Power
-Siphon Speed
-Increase Density
+Mental Blast
+Subdue