/Kinetics, Any need for a travel power?
A Defender would easily skip a travel power. Siphon Speed until 18, and then Inertial Reduction.
However, Siphon Speed isn't great as a travel power, because you need a mob. And then, for a Controler, IR is only availabe at lvl 28.
So I would suggest you take Superjump at 14, and then Respec it out when you reach lvl 28.
I have IR as my only travel power on my Kin/Elec Defender, and I really don't feel I need another travel power. I'm planning to give Hover a try, without taking Fly, because I've been told it's great to use Hover in fights when you have 2 or more Siphon Speed on yourself.
A travel power is always useful, due to the instant activation time, which allows quick escapes when necessary. As a kinetist benefits greatly from hasten, I'd say get hasten+SS, and use IR for vertical travel.
I have Superspeed, for the Stealth value as much as anything else. Also, it's "by product" is Hasten, which is still useful even when you've started stacking Siphon Speed - good for those "oh poocrumbs" moments.
It's perfectly possible to get by without one, but it makes life easier.
If you were a kin defender you would b ok till lvl 18 but as a troller i would say to get a travel power.
But since i know you all 2 well cap i would say dont bother, as this toon will make it 2 20 b4 been binned
/em run away laughing
Kin in general, and even much more a kin troller greatly benefits from sj pool. Not as much for sj itself -inertial reduction does a good job in that area-, but for the status protection cj+acro provide.
Playing a kin means you'll best be in thick of it and a lot of mezz and knockback will come your way. Just think of the many mobs FS will agro on you... You dont want to be incapacitated, especially not when you are a x/kin troller, because you have a lot controlling to do. For a kin def this applies to (a much) lesser extend.
Ofcourse you can have CM on you- no knockback protection though-, but personally i wouldn't have wanted to go without those cj+acro. It hugely benefits solo and small team capacity. It's just too good to pass.
I play a /kin corruptor and I don´t have any "real" travelpowers. It feels a little bit odd to have two prerequisites - Hasten for multi speed syphoned perma-Hasten (insane recharge speed) and Hover for knockback-free perfect combat manoeuverability - without following up with either Superspeed or Fly.
But Syphon Speed + IR is great, so I just can not see any necessity for me to drop any power for the sake of more "conventional" travel powers. (Well, the stealth effect of Superpeed is a possible reason, but I don´t need that for my toon.) Well, sometimes on the way to level 28 I have wished I had taken Fly or Superspeed and respecced out of it at 28. Zones with lots of purple enemies are definitely not fun before IR.
So, just do as you wish. If you (like me) feel comfortable without "real" travel powers you as a /kin are definitely able to get around without dying of old age.
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
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Kin in general, and even much more a kin troller greatly benefits from sj pool. Not as much for sj itself -inertial reduction does a good job in that area-, but for the status protection cj+acro provide.
What blue said
Playing a kin means you'll best be in thick of it and a lot of mezz and knockback will come your way. Just think of the many mobs FS will agro on you... You dont want to be incapacitated, especially not when you are a x/kin troller, because you have a lot controlling to do. For a kin def this applies to (a much) lesser extend.
Ofcourse you can have CM on you- no knockback protection though-, but personally i wouldn't have wanted to go without those cj+acro. It hugely benefits solo and small team capacity. It's just too good to pass.
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If you want haste or CJ+acro, you may as well get a proper travel power and skip IR.
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If you want haste or CJ+acro, you may as well get a proper travel power and skip IR.
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hmm, I would actually take IR over SJ any day (unsurpressed movement ftw)...but since you "need" CJ and Acro you have to take SJ so might aswell skip IR
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
you don't have to take sj, just two of jump kick, cj and sj, so you could add a little bit of damage potential in there too. might be useful for the kineticist as they need to be in the fray anyhow.
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you don't have to take sj, just two of jump kick, cj and sj, so you could add a little bit of damage potential in there too. might be useful for the kineticist as they need to be in the fray anyhow.
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/em shakes head in disbelief
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
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If you want haste or CJ+acro, you may as well get a proper travel power and skip IR.
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hmm, I would actually take IR over SJ any day (unsurpressed movement ftw)...but since you "need" CJ and Acro you have to take SJ so might aswell skip IR
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fiddlesticks :P You can do fine without CJ and Acrobatics
It makes a world of difference for some playstyles. If you hang back or play with a tank, it's not that bad ; but if you like to charge before everyone and take the alpha (which I do), getting kb'ed and being out of your own heal range can kill you.
Happy to run in and face the alpha and still no CJ and acrobatics. And my ice/kin didnt die from being knockback-ed she died cos everyone shot her :P
(and she rarely teamed with a tank just a couple of crazy scrappers)
My kin defender, similarly, survived quite happily without - she did team with a tank a fair amount I have to admit but I don't think CJ or Acro would have saved her either really...
It might make a difference but I don't think you "need" it
Qinetiq doesn't have CJ, SJ or Acrobatics. she doesn't have a travel power at all actually, just relies on IR to get around. It can be a pain though, being thrown all over the place, but you get used to it.
Defiant 50's
Many and varied!
@Miss Chief
I recently made a fire/kinetics troller, and after alot of thinking and asking my friends I still cant decide whether to not get a travel power.
With siphon Speed and the temp SJ power (cant remember its name) are these powers good enough to use for travel all the way through to level 50?
PLUS: are there any powers in the fire/ or /kinetics sets that i should avoid or should certainly take?
/kinetics FTW!!!!!