Kin/Sonic & Sonic/Kin - liking it (no numbers!)
Ok place to start I wont discuss the Villainous sides as I am not on vills that often and havent tried either of the sets in the Villianous ATs I have played. On the heroes side I have an Illusion/Kinetics Troller, a Sonic/Ice blaster in the past I have tried a Kin defender but he was deleted as a side effect of altities so from my experiences ...
Kinetics: Oooooh sooo cool... no really I personally find it a mad set to play lots of fun lots to reccomend it really Siphon Power and Siphon Speed can strengthen your secondary a good bit early allowing you to be more active as a Defender. As a Troller they can really help maximise your Primary increased recharge from Siphon Speed really is incredibly handy. Later on when you hit Fulcram Shift you can turn a tough looking fight into pure carnage and make it over soo much faster the Blappers and Scraps will love you One minor downside is some people will spam SB Please requests which can be a mild annoyance but I cant blame em too much really it is very good
[ QUOTE ]
Also I wanted to roll a character or two that didn't need a travel power at 14.
[/ QUOTE ] On this one I would advise caution, it can be done but its risky at times as Inertial Reduction is late (really late for a troller) and Siphon Speed is mob dependent, I always take a travel power as a rule though my Illus/Kin did delay it a bit using Siphon Speed iirc. Not saying dont do it but I would feel a bit bad if I didnt point out the risk
Sonic Blasting: I am not hugely high level with my Sonic Blaster (23 I think) but I have had great fun with her, good set to solo as the AoE sleep of Sirens Song is a life saver and the -Resistence effect is cool. Anyway as a summary its good fun and rather different as a blast set and I like it.
As a last point though I havent combined the 2 sets yet, I do have a mate who is loving the combo as a Kin/Sonic Defender and its pretty effective from what I have seen.
I wish you much luck and fun with the builds and have done my best to avoid a pile of geeky numbers
Hope it helps.
Cheers,
White
[ QUOTE ]
My initial thoughts on the defender part is: I don't like standing around doing very little during battle.
[/ QUOTE ]
What?? Your doing something wrong if your standing around doing very little. If your not buffing and healing you should be attacking. Especially with large teams there is no time to stand around, there is always something that can be done.
I don't think there is ever a point where ANY defenders are standing around doing nothing, unless you're out of endurance or held etc.
The defenders you see standing around doing nothing need to be pointed towards their secondary power set and given a slap across the back of the head.
Two slaps, at the very least, and maybe a twisted nipple.
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]!
Yes those defenders should be slapped really hard...
Really, it doesn't depend on if you are a defender or a corruptor you should be pretty much doing the same thing with those 2 sets. The defender is probably more effective overall since you can easily close the damage gap to the corruptor with the better buffs/resistance debuffs.
Ouch, well I didn't mean a good slapping, like... a good slapping. I was thinking more along the lines of rotating someone to face their secondary powerset and then giving them a patronising thwack on the back of the head to get them moving towards it.... sort of Benny-Hill-Show-bald-man if you know what I mean.
Slaps and nipple twisting *hangs head in shame* what have I started.
[ QUOTE ]
Also I wanted to roll a character or two that didn't need a travel power at 14.
[/ QUOTE ]
I'd agree with a few of the other posters, it's easier on a defender than a controller, but it's well worth considering buying a normal travel power and then respecing out of it once you're up to IR (or keeping it if you're not scrambling for powers, TP makes a nice emergency get-away power)
I'm busy leveling up a kinetic/sonic defender (reached 27 so far) and it is indeed good fun. One thing I've noticed is that without a travel power (until I got Interial Reduction at 26), you get killed more frequently crossing zones. I figure if I'd picked up Stealth it might have helped a little with that but now I have IR so I'm not too fussed.
Anyhow, the combination is pretty sound and whilst you don't score massive damage on your own, you definately enhance the team's damage output. To help with this I'd advise getting Assault and Tactics when you can, you notice the end drain a little pre-Stamina but often Vigilance takes care of that. Post Stamina my bar hardly ever drops, except when Siphon Speed misses.
Hello,
I'd like to gauge the reactions to using Kinetics/Sonic Attack (Defenders) and Sonic Attack/Kinetics (Corruptors)
My initial thoughts on the defender part is: I don't like standing around doing very little during battle. Possibly it's because I enjoy scrapping, secondly I've noticed that speed buffs and debuffs always save a team's hide from too much aggro (in my experience). Also I wanted to roll a character or two that didn't need a travel power at 14.
Plus with the damage resistance debuff and powers like Siphon Power and Fulcrum Shift, I am hoping to have crazy fun later on with this defender.
On the evil, crusty flip-side I like causing a lot of damage with Sonics on big mobs (even at levels 1-6 I seemed capable of finishing off big groups of Snakes and the like), doing all the buffing/debuffing and then watching that beautiful word: SCOURGE! come up on screen.
Anyway, i have rambled long enough.
If anyone would like to post their experiences with the two builds then please do. I'm not looking for numbers per se, more anecdotal evidence from teams/soloing that sort of thing. Plus I think an outing of the two builds (Kin/Sonic x 8 = carnage = Sonic/Kin x8 ;P ) would be fun, crazy and epilepsy-inducing...