Kin/Rad Offender


Dr_E_Genius

 

Posted

I have limited experience of defenders (2 different empaths up to level 8) so as I have been considering playing a hero with a kin powerset to get me back into heroes I was wondering if Kin/Rad if a valid combination for an offender?

What powers can I look at leaving out as although I plan to be an offender I am going to make 2 power concessions to team play in the form of speed boost and ID. Also is it possible to go without stamina as the build looks quite tight? Is siphon power needed or can I pick up another attack at sub level 10 instead?


 

Posted

1) You'll need stamina. You may be able to drop it after Transference, but with siphon speed going you'll be firing off a lot of powers in quick succession, and the blue doesn't last long even with Stamina.

2) Kin/Rad is a valid combination, although the lack of "bread & butter" attacks may make soloing a bit... odd - but Offenders shine in teams anyway, and that's where you'll find your niche. Take, slot, and love your AoE's. For solo work, Rad's secondary effect (def debuff) is perhaps not as useful as some.

3) You can save yourself 1 pick by not taking a travel power apart from inertial reduction, which is plenty good enough if you can stomach the wait to 18. However, Acrobatics is a popular choice for Kin offenders, as you're on the front line most, if not all of the time. Which would be another 3 picks gone. For the record, my Kin/Psi did fine without Acro.

4) I agree with keeping SB, but I'd take another look at dropping ID - it's an awesome power when it's needed, but frankly that's not often. Fitting all your kinetics powers and Stamina in before 20 along with three attacks (get early attacks, or you'll be so bored by 20 you'll be wondering whether it's worth carrying on) is very tight, and I personally think ID can be dropped. It's only really useful against Ruin Mages in the early game, and against Energy AV's in the late game.

5) Repel. Can be dropped from an offender build. Will work contrary to your playstyle.

Edit: 6) Never so much as think about wondering whether you need Siphon Power. You do. That is all.

My build up to 10 would run... Siphon Power, Neutrino Bolt, Transfusion, X-Ray Beam, Siphon Speed, Hasten, Electron Haze. I think Hasten and Superspeed both complement Kinetics superbly - Hasten stacks wonderfully with Siphon Speed, and Superspeed rounds off the impression as the uberfast lightning strike, plus gives the stealth to zip into melee range where you can do serious damage.


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]!

 

Posted

Ok taking on your advice what do you think of this for up to level 20:

01) --> Transfusion==> Empty(1)
01) --> Neutrino Bolt==> Empty(1)
02) --> X-Ray Beam==> Empty(2)
04) --> Siphon Power==> Empty(4)
06) --> Siphon Speed==> Empty(6)
08) --> Hurdle==> Empty(8)
10) --> Assault==> Empty(10)
12) --> Speed Boost==> Empty(12)
14) --> Electron Haze==> Empty(14)
16) --> Health==> Empty(16)
18) --> Inertial Reduction==> Empty(18)
20) --> Stamina==> Empty(20)

When I get to 26 fitness will be dropped and hasten and tactics replacing 2 of the powers and maybe hover the 3rd to negate knockback.


 

Posted

I'd try and slip Irradiate in rather than Assault - you'll be struggling for the endurance to run Assault


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]!

 

Posted

[ QUOTE ]
I'd try and slip Irradiate in rather than Assault - you'll be struggling for the endurance to run Assault

[/ QUOTE ]
Using Irradiate whenever it's ready, while in combat, is a lot more endurance intensive.


 

Posted

Yes, but irradiate is something you can choose not to fire. Assault is a toggle that you either have on, or turn off and wait an age for it to recharge. Irradiate can do useful damage and is one of the stronger Def debuff powers in the game.

With regard to ID, I still say it's a useful reactive power, to free your team from hold/immob etc and also protects the squishies from knockback, very handy against CoR Ruin mages and AV's like Shadowhunter. IMO it's duration (1 minute) makes it a pretty pointless buff to spread round the team.

Also, Clicky for a previous kin/rad def post


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

I don't see the point of getting Assault either unless you are going to get tactics at 22.

If you a planning a respec at level 26-27ish I would try out some of the powers from your primary and secondary.

Also after having Assault on my Kin, I'm not sure whether Maneuvers might be a better power choice.

It boosts damage by a 18% buff, this is about 10% extra damage for an unbuffed team on SOs. However when you start stacking Siphon Power you can get a 50% buff, meaning Assault is only a about a 7% increase in damage. Once you hit 32 with Fulcrum Shift you can easily hit a 200% damage buff, if not hitting the damage cap, making Assault give anything from 0-5% extra damage.

The other option is Maneuvers which will give everyone at least 5% a less chance of being hit and is also enhanceable.


@Unthing ... Mostly on Union.

 

Posted

I thought maneouvres had been nerfed al;ong with the global defence reduction to something like 3% even when enhanced with 3SO's?


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

[ QUOTE ]
I thought maneouvres had been nerfed al;ong with the global defence reduction to something like 3% even when enhanced with 3SO's?

[/ QUOTE ]
Should be 6% or so with 3 SO Def.

Not that spectacular unless you have an entire team of Defenders using it.


 

Posted

[ QUOTE ]
I thought maneouvres had been nerfed al;ong with the global defence reduction to something like 3% even when enhanced with 3SO's?

[/ QUOTE ]

I was assuming that the defender just has an end red in it.

It gives 2.5 defence for defenders according to hero builder.

A total of 2.5 defence means you get hit 5% less than with no defence and so take at least 5% less damage than they would have without it. If you slot it up everyone takes at least 7% less damage.

I didn't explain what I meant about Maneuvers very well.


@Unthing ... Mostly on Union.