Kinetics Travel Power quandry


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Posted

I am thinking of respeccing my level 38 Kin/Elec defender again.

Mainly because I have 2 mostly useless powers ( the Snipe and Voltaic Sentinel ), I am considering using Hover rather than Acrobatics as my knockback protection and I am sick of relying on transference for endurance.

This puts me into the strange situation of having a choice between 3 travel powers.

Fly, Inertial Reduction or Super speed.

I can't decide, any ideas?


@Unthing ... Mostly on Union.

 

Posted

Personally I would go for Inertial Reduction, simply because it is unsupressed... so if you need to get away in a hurry you can. Also, over fly, it doesn't need any slotting (same with superspeed) so you can use any slots you had on the snipe and voltaic sentinel elsewhere.

Although I would say... Siphon speeded fly makes you feel very much like a superhero... particularly if you zoom over the top of a large stretch of water just after siphon speeding


 

Posted

Hmmm, this is a tough one...
But first, congratulations for your decision of using Hover as knockback protection. Hover is really great for a kinetic since it is suppressionless and very fast with a little bit of syphoned speed.
I find Inertial Reduction to be a little bit annoying to constantly renew. Yes, it is suppressionless, but you already have that in Hover. I would skip it (and already have).
Superspeed is fast, but you already have that with Syphon Speed. Together with speeded Hover it should get you around almost anywhere (except the shadow shards).
Flight on the other hand is a great universal travel power and since it is now affected by swift it is not too slow and the end cost have been reduced, so it´s a maximum of 2 additional slots (which are not really needed with Syphon Speed).
If I had to choose between those two (I have both) I would perhaps go for flight unless I had some use for the stealth in Superspeed.




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.

 

Posted

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I find Inertial Reduction to be a little bit annoying to constantly renew. Yes, it is suppressionless, but you already have that in Hover. I would skip it (and already have).

[/ QUOTE ]
I have to admit I've never found having to reapply IR that much of a problem when travelling. I just pop it on auto when I have to travel a great distance and then I can forget about it

But I do realise people don't like it all that much...


 

Posted

Yeah, I have tried the auto-use trick, too, but I wasn´t satisfied. Found myself standing in purple mobs doing the IR animation sometimes...
It seems to run out always in the most inconvenient circumstances.




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.

 

Posted

I'm going for Siphon Speed + Hover + IR combo on my kinetics controller. 3-slotted Hover, Swift and Siphon Speed is already pretty good flight speed and later I'll get IR for actual fast travel. It's also nice because it's a bit unique.

Superspeed is always a nice option for the stealth aspect though.


 

Posted

Hover vs Acrobatics

I think that acrobatics is great. However I invariably get mezzed and have to reactivate tactics and acrobatics which is a royal pain in the backside.
I also have periods of
a) being too fast with stacked siphon speed.
b) being too slow ( because of speed Boosted teammates ) and having to use superjump to catch up with the team, so I do need a travel power to catch up.
Acrobatics also brings Combat Jumping 'for free'. This means I have middling immob protection and slight hold protection. I think I will miss the immob protection. However CJ adds to the toggle up time.
Hover also adds the advantage of being able to hover above enemies heads to reduce the amount of incoming damage.


Inertial Reduction

I wasn't that bothered by the reactivation on IR when I had it a few builds ago. I don't really care about the suppressionless movement.
What does bother me about this power is that it affects everyone in a radius. I hate it when a kin casts it on me as some of my other charcters as judging jumps with an unfamiliar jump height is difficult. I am pretty sure I got someone killed at the end of the Hess taskforce for just this reason.
Because of these things it is a bad catch up power in missions.
I don't think I'm going to take IR.


Flight

I have hover, fly is now faster. To be honest I have tried fly last night on my controller with 3 slotted fly and 1 slotted hover. The difference wasn't noticeable.
I'm not a great fan of the fly drift. However it does provide good vertical movement and feels heroic and I can supercharge it with Siphon Speed.
I have had a fly build on this character before, however I screwed it up by not slotting hover for speed ( Doh! ). There was some fiddliness with catching up because I was running a perma-airborne, non stamina build so I ended up with endurance problems when trying to catch up with fly.
It needs 3 slots to be useful. Most of these drawbacks have probably been fixed in the last patch or are fixed by getting stamina.

Superspeed.

Fast out of the box. Being able to stealth is always good, especially when travelling through PI. I don't care about the vertical movement part because I have had Superspeeders many times. The only place I have ever had trouble with Superspeed alone are Terra Volta and the Shadow Shards. With Hover Terra Volta is easy.
It is the best catch up power of the 3. Superspeed in missions means I can catch up fast. It needs no extra slots.


Slot availability

From memory I have Voltaic Sentinel and the Snipe 4 slotted, so I have 6 spare slots to add to powers. 2 go on Hover, 2 go on Stamina. This leaves me 2 which could be used to add to fly or maybe to Charged Bolts ( which I think is unslotted at the moment ) for those rare occasions when 1 single target attack is not enough.

I wonder whether 3 slotted Swift will help my flight speed more than 1 slotted Swift...


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
I'm going for Siphon Speed + Hover + IR combo on my kinetics controller. 3-slotted Hover, Swift and Siphon Speed is already pretty good flight speed and later I'll get IR for actual fast travel. It's also nice because it's a bit unique.

[/ QUOTE ]

That's how I do things on my Kin/Psi defender. I also like IR as I can use it, nuke and still be able to jump away


Octavian Vanguard
@ohmsEU and @ohms 2

Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.

 

Posted

I found adding 1 extra slot to IR for recharge worked alot better cos then you have a choice as to when you want to fire it off again. I have it slotted 1 jump and 1 recharge, although you could easily use a siphon speed to increase the recharge.


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

[ QUOTE ]
With Hover Terra Volta is easy.
It is the best catch up power of the 3. Superspeed in missions means I can catch up fast. It needs no extra slots.

[/ QUOTE ]
it's easy with just superspeed too... you just need to know the way!


 

Posted

[ QUOTE ]
[ QUOTE ]
With Hover Terra Volta is easy.
It is the best catch up power of the 3. Superspeed in missions means I can catch up fast. It needs no extra slots.

[/ QUOTE ]
it's easy with just superspeed too... you just need to know the way!

[/ QUOTE ]
True, I think that's the only superspeed route ( Talos Tunnel, Various Skyways, Eden ) I don't know as I had CJ on a few of my Superspeedsters so I could cheat.


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
[ QUOTE ]
With Hover Terra Volta is easy.
It is the best catch up power of the 3. Superspeed in missions means I can catch up fast. It needs no extra slots.

[/ QUOTE ]
it's easy with just superspeed too... you just need to know the way!

[/ QUOTE ]
Getting out of the canyon bit is really annoying with jst SS (possible though, activated my long-lost Manic Miner / Chuckie Egg 2 skills and got out eventually).

I'm thinking of respecing my Kinetics to Hover, Siphon Speed and IR too. Currently Fly & Siphon are how I get around but I reckon IR is more fun. Plus I can go to the Hollows and offer the lowbies Soloths Bouncy Fun Ride with it (hmmm. might need to rename that though).


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
With Hover Terra Volta is easy.
It is the best catch up power of the 3. Superspeed in missions means I can catch up fast. It needs no extra slots.

[/ QUOTE ]
it's easy with just superspeed too... you just need to know the way!

[/ QUOTE ]
Getting out of the canyon bit is really annoying with jst SS (possible though, activated my long-lost Manic Miner / Chuckie Egg 2 skills and got out eventually).

[/ QUOTE ]Just never get into the canyon in the first place

Personally, I prefer SS+IR for kin.


 

Posted

Hehe I have SS and IR for kin its very nice
You get a nice momentum for the jump and if you find yourself in a mob just ss out of it and activate futher on ^^


 

Posted

[ QUOTE ]
Personally, I prefer SS+IR for kin.

[/ QUOTE ]
What do you use for knockback protection?


@Unthing ... Mostly on Union.

 

Posted

I feel very comfortable with my build that includes Superspeed + Inertial Reduction. It takes me everywhere fast and stealthy.


 

Posted

[ QUOTE ]
[ QUOTE ]
Personally, I prefer SS+IR for kin.

[/ QUOTE ]
What do you use for knockback protection?

[/ QUOTE ]I class knockback and mezzes as part of the 'squishy experience', and thus don't get protection from them (unless I have fly or jumping for other reasons, in which case I may take them).


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Personally, I prefer SS+IR for kin.

[/ QUOTE ]
What do you use for knockback protection?

[/ QUOTE ]I class knockback and mezzes as part of the 'squishy experience', and thus don't get protection from them (unless I have fly or jumping for other reasons, in which case I may take them).

[/ QUOTE ]

Yeah....why play to your full potential?


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"

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Personally, I prefer SS+IR for kin.

[/ QUOTE ]
What do you use for knockback protection?

[/ QUOTE ]I class knockback and mezzes as part of the 'squishy experience', and thus don't get protection from them (unless I have fly or jumping for other reasons, in which case I may take them).

[/ QUOTE ]

Yeah....why play to your full potential?

[/ QUOTE ]I rather emphasis my strengths than cover my weaknesses


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
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[ QUOTE ]
Personally, I prefer SS+IR for kin.

[/ QUOTE ]
What do you use for knockback protection?

[/ QUOTE ]I class knockback and mezzes as part of the 'squishy experience', and thus don't get protection from them (unless I have fly or jumping for other reasons, in which case I may take them).

[/ QUOTE ]

Yeah....why play to your full potential?

[/ QUOTE ]I rather emphasis my strengths than cover my weaknesses

[/ QUOTE ]

And how does lying on your back emphasize your strengths?


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"

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Personally, I prefer SS+IR for kin.

[/ QUOTE ]
What do you use for knockback protection?

[/ QUOTE ]I class knockback and mezzes as part of the 'squishy experience', and thus don't get protection from them (unless I have fly or jumping for other reasons, in which case I may take them).

[/ QUOTE ]

Yeah....why play to your full potential?

[/ QUOTE ]I rather emphasis my strengths than cover my weaknesses

[/ QUOTE ]

And how does lying on your back emphasize your strengths?

[/ QUOTE ]I just avoid getting hit by knockback attacks in the first place, as much as possible


 

Posted

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I wonder whether 3 slotted Swift will help my flight speed more than 1 slotted Swift...

[/ QUOTE ]

Just tested Swift at various slottings with Hover.

It isn't worth slotting. It adds a base of around 3 ft per second to flight speed. With 3 flight speeds you get to 6 ft per second.

Hover is 4.2 ft per second and goes up to 24 ft per second 3 slotted.

It seems to have a similar minor effect to flight, however it is not realy noticeable as fly is so much faster.


@Unthing ... Mostly on Union.

 

Posted

Personally, I use hover for knockback protection on my kin defender. It's also useful for migitating the craziness of triple-stacked siphon speed in battle, and for hovering overhead for easier targetting with transfusion, etc.

For me, IR acts as the main travel power, and hover is handy to glide over the bits I don't want to land in (purple mobs, I'm looking at you). Superspeeders tend to love you if you IR them, too, I find, though I make a point of not doing it without warning/asking.

Personally, I relish the chance to pick up other useful powers. Same with not having to pick up stamina on a kinetic - that's three more power slots to play with! Yay!