Kin/Nrg for PvP? Need advice.


Brush

 

Posted

Hi all,

I realised that my one and only lvl 50, Bleach (kin/nrg def)has suffered from unemployment in the past months (year? :-|), so I decided to make some changes on him to make him a PvP fighter, mainly in RV.

Prob is, I feel like a complete noob when PvP comes into discussion, so I'd like to know your opinions what powers shall I get/avoid.
I was thinking about getting the Psy Epic pool, because of its nice hold, but you are free to convince me about anything else.

I am not sure about the travel power, shall I take the leaping pool and get Acro? Or just use SS with combat jump? Or don't bother with travel pools anyway, (kin defs often say this). Do I need the leadership pool (as I reckon, Pvp is about dropping the toggles all the time)?

And so on...

Knowing that kin/nrg is not the best synergy I am desperately waiting for your wisdom.

Thanks in advance.


cu
Bleach


 

Posted

i too have a lvl 50 kin/nrg that seems to do bugger all but hand out inf so i'm looking forward to seeing the responses


 

Posted

I find Kinetics as a Defender set works well for zone PvP - better than it does in the arena as you can really benefit from how well you can get around. It's easier in RV than elsewhere although you can make it work in all zones against most character types (eluding SR stalkers prior to epics are hard, and certain types of brute that are drain/slow resistant are always tricky, other than that you've a fighting chance against everything else I can think off offhand.)

Re: Kin/Energy being a bad combination - I don't see an issue with it for PvP other than that you get no holds/sleeps/stuns etc in your secondary. You can work round that in my opinion and knockback isn't the issue it is in PvE - in fact if you bump into someone with no protection (or you drain them to drop it) then you'll find it useful.

Travel powers: I personally find on a zone build I do not need acrobatics, although when I'm soloing I tend to make knockback protection in our base just to be on the safe side. If you intend to go in the arena on the live server you may want to rethink that though.

A combination of Fly, IR and Siphon Speed gives you lots of travel options for only one pool pick, and allows you to still take speed, leadership, and fitness - all very useful. IR is a fantastic movement power for while you're fighting, just make sure you go into hover or fly when you need to refire it as the rooting is long.

Re: Epics.

Psi or Power would be my suggestions. Each have their advantages.

You could approach disabling your enemy one of two ways. Either use the added end drain boost of Power Build Up to go for quick drain which may then allow you to benefit from both the knockback in your secondary and the stun in total focus once your targets have their toggles dropped (obviously combined with the slow from siphon speed). Power also gives you more tohit/damage which is obviously useful.

Psi will give you a slower drain rate (though still effective over a prolonged fight), but a useful hold, and telekinesis is very good against most characters.

Prior to the epics you obviously take longer to deal with your enemies, unless you're fighting a single enemy in Warburg or Sirens you're generally better off in a team. Beware team members who will take their SB and run off and leave you in trouble however, no team mates are better than anyone who does that.

Also on the RV subject - heavies when Speed Boosted and with ID are really quite effective.

I'm happy to PM a build similar to the one I'm using currently on my Kin/Rad if you want to take a look through what works for me, although I'll have to ammend it slightly as I've pretty near got as many HOs in it as I can fit now.


 

Posted

Thanks for your thoughts OVWyx, I am waiting for your PM then.

A few more questions. I was thinking about what are the blasts I should take from nrg. Shall I focus on ST, or take the cone attacks too? Is power push any good (it is a fun power in PvE, rarely used tho)? Will I ever use Nova?


 

Posted

I have a Kinetic/Electric and I have to say the best way to drop toggles is drain endurance. Energy is more damaging so Siphon Power and slotting for damage is great.

If you want a knockback toon (completely useless in PvE, but fun) take repel and slot for knockback in your powers. This will make it hard to use transferance and transfusion to benefit yourself though. Hasten is good for getting powers back quickly. I use the Jumping pool for CJ (for when i'm immobilised), SJ (for getting around and chasing) and Acrobatics (for the knockback protection).

Leadership is nice, Tactics and Assualt are the best. More damage and a +perception buff.


 

Posted

For PvP I would look at a build like this:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Energy Blast
---------------------------------------------
01) --> Transfusion==> Acc(1) Acc(3) Heal(3) Heal(5) Heal(5) Rechg(7)
01) --> Power Bolt==> Acc(1) Acc(7) Dmg(9) Dmg(9) Dmg(11) Rechg(11)
02) --> Siphon Power==> Acc(2) Acc(13) Rechg(13) Rechg(15)
04) --> Power Blast==> Acc(4) Acc(15) Dmg(17) Dmg(17) Dmg(19) Rechg(19)
06) --> Siphon Speed==> Acc(6) Acc(21) Rechg(21) Rechg(23) Rechg(23)
08) --> Combat Jumping==> Jump(8) Jump(36)
10) --> Power Burst==> Acc(10) Acc(27) Dmg(27) Dmg(29) Dmg(29) EndRdx(31)
12) --> Speed Boost==> EndMod(12) EndMod(37) Range(37) Range(37)
14) --> Super Jump==> EndRdx(14)
16) --> Swift==> Run(16) Run(39) Run(39)
18) --> Hurdle==> Jump(18) Jump(40) Jump(40)
20) --> Stamina==> EndMod(20) EndMod(42) EndMod(42)
22) --> Acrobatics==> EndRdx(22) EndRdx(36)
24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
26) --> Transference==> Acc(26) Acc(33) EndMod(34) EndMod(34) EndMod(34) Rechg(36)
28) --> Increase Density==> Rechg(28) Rechg(33)
30) --> Aim==> Rechg(30) Rechg(31) Rechg(31)
32) --> Fulcrum Shift==> Acc(32) Acc(33) Rechg(42) Rechg(43)
35) --> Assault==> EndRdx(35) EndRdx(43)
38) --> Tactics==> EndRdx(38) EndRdx(39) TH_Buf(40) TH_Buf(43)
41) --> Power Build Up==> Rechg(41) Rechg(46) Rechg(46)
44) --> Temp Invulnerability==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45) EndRdx(46)
47) --> Total Focus==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50) EndRdx(50)
49) --> Inertial Reduction==> EndRdx(49) Rechg(50)
---------------------------------------------

PBU + Transference will end drain toggles off meaning you are free to use your energy attacks for knockback which will be good mitagation.

I highly recommend leaping for reasons highlighted by strykes IR is a very nice power (was unbelievable when it didnt root but they fixed that quite quickly ) providing unsuppressed and undroppable movement, if you get held, stunned pop a bf and carry on jumping ^^

As strykes said leadership is very nice and as a kinetics you take all the accuracy you can get dont wont your lovely powers to miss

As far as energy goes you will want to cycle your 3 single target attacks as fast as possible treble stacked siphon speed and hasten will help you greatly.

Total Focus is a fun pick and will aim + PBU and some of your kinetics self buffs you hit hard and the stun is very useful with a mez-less secondary.

Quick mention about fulcrum shift in pvp it is a very situational power but if you get the right situation you can give yourself a huge damage buff. On my corruptor I'm very offensive with fulcrum looking for oppenents gathered so I can fulcrum and let ripe 3 shotting each of them in turn


thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor

 

Posted

You wont three shot anyone on a Kinetic Defender.

Lower base damage, lower damage cap, no scourge.


 

Posted

[ QUOTE ]
You wont three shot anyone on a Kinetic Defender.

Lower base damage, lower damage cap, no scourge.

[/ QUOTE ]

Never said you could just giving an example of how good fulcrum shift can be


thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor

 

Posted

Thanks for the responses, you helped a lot guys. I try to live without the leaping pool tho, somehow I just don't like toggles, leadership and the epic armor is bad enough to turn on all the time .

Although you all recommended the power mastery pool, I took psychic mastery, the almost perma hold and telekinesis was just too good to not have.

But, since I still have 3 respecs left, I don't say I will never change my mind.

For the last few days I played a support role in RV, if you hunt there and you or your heavy need sb, just send a tell .
That doesnt mean I did not beat a few baddies tho (and got beaten by a lot ).

bleach


 

Posted

*giggles*

Better with two lots.

Edit: I like Psi Mastery too - I'd definitely go for one of the two on Kinetic - I normally team my Kinetic (who has power) with a Kinetic who has Psi, it's a good mix, both have useful powers.