Advise on last power picks on Kin/Sonic
Assault can be useful because it's a straight +dam on everyone in the team, even those pesky blasters that won't come into FS range! however, if everyone is within range of the FS they'll mostly get somewhere close to, or sometimes even at the damage cap, making the 10% effectively useless.
I would say taking your shield instead of assault might be more worth it. Having seen that build, 3 end redux in Acro is too much. With transference you can top up your end every 30 seconds or so, so you won't need so many through your build. i'd also recommend taking tactics if you can fit it in, but that means an extra pick on top of assault, and dropping soemthing, and 3 acc's in FS is too much as well.
Defiant 50's
Many and varied!
@Miss Chief
Thanks for the answer
Actually, I know that 3 acc in fulcrum is pretty much overkill, I was thinking about substituting one with a +range, since in my experience I found myself willing to have extra reach with FS more than once.
I might also take one end red out of acro in a future respec to fit in one more slot somewhere else, I just wanted to play it safer because transference will not really hit 100% of the times.
However, your hint of damage cap is very interesting. I think that's absolutely making me go towards the epic shield, unless someone else manages to convice me otherwise
Thanks again for the suggestions, however...
Just looking there in more detail, you could take Hover and Fly, with Siphon Speed hover is a great in mission travel power and you can be safe above the mobs while still being in range of both the tran's and FS.
Increase density has minimal value IMO, it's duration is just too short to allow it to be of any use as a damage mitigation tool. Stick to a single recharge and use it as mainly an anti-KB tool for the squishies.
The defense buff from Combat jumping is minimal to say the least, something in the range of 1-2%. If you want it just for the def, you could easily take maneouvres from leadership as a prelude to Tactics as I said above.
really, if you wanted to, you could avoid a travel power all together and just go straight for inertial reduction. I have a jump and a recharge in it (so it recharges before it runs out, otherwise it required instant usage to prevent it from dropping). A single run speed in SS is also more than enough IMO, and if you want to go faster you can always use siphon speed on a nearby bad guy.
Phase shift has debatable useage these days. in fact on my Kin I picked stealth and left it at that. other powers could suit you better, such as tactics, which would allow you to put 3 end mods into transference, for example.
Also, don't forget the useage of Io's, recharge Io's may make all the difference for stuff like transference, transfusion and fulcrum shift.
Haven't got a clue about the sonic stuff though!
Defiant 50's
Many and varied!
@Miss Chief
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Just looking there in more detail, you could take Hover and Fly, with Siphon Speed hover is a great in mission travel power and you can be safe above the mobs while still being in range of both the tran's and FS.
Increase density has minimal value IMO, it's duration is just too short to allow it to be of any use as a damage mitigation tool. Stick to a single recharge and use it as mainly an anti-KB tool for the squishies.
The defense buff from Combat jumping is minimal to say the least, something in the range of 1-2%. If you want it just for the def, you could easily take maneouvres from leadership as a prelude to Tactics as I said above.
really, if you wanted to, you could avoid a travel power all together and just go straight for inertial reduction. I have a jump and a recharge in it (so it recharges before it runs out, otherwise it required instant usage to prevent it from dropping). A single run speed in SS is also more than enough IMO, and if you want to go faster you can always use siphon speed on a nearby bad guy.
Phase shift has debatable useage these days. in fact on my Kin I picked stealth and left it at that. other powers could suit you better, such as tactics, which would allow you to put 3 end mods into transference, for example.
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thanks for the suggestions, but I'd never take flight or hover, it'd be completely out of concept for me. same reason why I got phase shift: it fits with the concept.
for what concerns travel powers, I have superjump and combat jumping because I want acrobatics. As a kinetic (with the need to be near to the action), I couldn't stand being continously knocked down by enemies, so with my last respec I threw CJ, SJ and Acrobatics in, and gave up on Inertial Reduction.
I think increase density is underrated. true, it doesn't last long, but I think it's a pretty good power nevertheless
There are to me wasted slots. You can go "thanks anyway but I'll keep it like that due to feel" but I'd rather you looked at the figures and see how much effect they have. IOs may go in and save on these slots that could be better spent elsewhere.
Level 10 : Combat Jumping
Endurance Reduction ( 10 )
Defense Buff ( 43 )
Defense Buff ( 46 )
The defense is so low most people without greater defense to stack it to pick jump slots instead. It doesnt do much in a tohit calculation on its own to make a significant change in damage sustainability in only def terms. The endurance cost of the power is insignificant as its only .07 endurance per second and your trying to save 0.02 endurance if perma stealthed you will save more end "overall" slotting an extra end slot in stealth. I am not really gonna suggest better places for these slots but if you could find better places then fine. Shriek is a tier one power I'd end slot on say a Sonic/Sonic but on a Kin/Sonic its different. 3rd end in acrobatics and 3rd end in Assault also do very very little and id want Assault after Total Focus to slot Total Focus more.
Extra tohit is imo very beneficial. Its a sod when ya debuffs miss and any room for tactics would be an out and out blessing. I think you can eventually get a stealth invention to go into SS (which i'd end slot to play with it always on btw cos it does stealth you more anyway) and then if its within your concept possibly change stealth to grant invis.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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thanks for the suggestions, but I'd never take flight or hover, it'd be completely out of concept for me. same reason why I got phase shift: it fits with the concept.
for what concerns travel powers, I have superjump and combat jumping because I want acrobatics. As a kinetic (with the need to be near to the action), I couldn't stand being continously knocked down by enemies, so with my last respec I threw CJ, SJ and Acrobatics in, and gave up on Inertial Reduction.
I think increase density is underrated. true, it doesn't last long, but I think it's a pretty good power nevertheless
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You could try a Karma KB protection in CJ and skip acrobatics. If you also stick a Steadfast KB protection in ID you won't get knocked down much at all.
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
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You could try a Karma KB protection in CJ and skip acrobatics. If you also stick a Steadfast KB protection in ID you won't get knocked down much at all.
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Thanks , I will try to understand how much are these recipes on the market, and the needed ingredients, and if I can get them to work I will consider doing a respec and following your suggestion
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There are to me wasted slots. You can go "thanks anyway but I'll keep it like that due to feel" but I'd rather you looked at the figures and see how much effect they have. IOs may go in and save on these slots that could be better spent elsewhere.
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Keep the suggestions coming! I am reluctant to change powers because of concept (though I might just take out the Leaping pool and get back in Inertial Reduction, thus saving 2 power picks, if I can get those IOs to give me KB protection as seen in previous post), but I have absolutely no problems against changing slots.
I take your advice on those slots that you feel are wasted. I just have to understand where to put them to be more effective.
Where do you suggest to take those "extra tohit"?
Thanks a lot!
Hi Mates,
Since I just hit level 40, I was trying to choose the last power picks for my KIN/SONIC defender, and I wanted an advice...
In particular, I am not sure if I should take Assault or Temp Invulnerability.
This is the current build (with Assault):
-----------------------------------------------------------
Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Sonic Blast
Level 01 : Shriek
Damage ( 01 )
Accuracy ( 7 )
Damage ( 19 )
Damage ( 25 )
Accuracy ( 40 )
Level 01 : Tranfusion
Healing ( 01 )
Healing ( 3 )
Healing ( 5 )
Accuracy ( 5 )
Recharge Reduction ( 7 )
Accuracy ( 13 )
Level 02 : Scream
Damage ( 02 )
Accuracy ( 3 )
Damage ( 11 )
Damage ( 21 )
Recharge Reduction ( 25 )
Accuracy ( 42 )
Level 04 : Howl
Damage ( 04 )
Accuracy ( 11 )
Damage ( 15 )
Damage ( 23 )
Accuracy ( 37 )
Recharge Reduction ( 43 )
Level 06 : Siphon Speed
Recharge Reduction ( 06 )
Recharge Reduction ( 9 )
Recharge Reduction ( 17 )
Accuracy ( 23 )
Accuracy ( 48 )
Level 08 : Hasten
Recharge Reduction ( 08 )
Recharge Reduction ( 9 )
Recharge Reduction ( 17 )
Level 10 : Combat Jumping
Endurance Reduction ( 10 )
Defense Buff ( 43 )
Defense Buff ( 46 )
Level 12 : Speed Boost
Endurance Recovery ( 12 )
Endurance Recovery ( 13 )
Level 14 : Super Speed
Run Speed ( 14 )
Run Speed ( 15 )
Level 16 : Stealth
Endurance Reduction ( 16 )
Level 18 : Super Jump
Jump ( 18 )
Jump ( 19 )
Level 20 : Amplify
Recharge Reduction ( 20 )
Recharge Reduction ( 21 )
Recharge Reduction ( 43 )
Level 22 : Acrobatics
Endurance Reduction ( 22 )
Endurance Reduction ( 31 )
Endurance Reduction ( 31 )
Level 24 : Invisibility
Endurance Reduction ( 24 )
Level 26 : Transference
Endurance Recovery ( 26 )
Recharge Reduction ( 27 )
Recharge Reduction ( 27 )
Accuracy ( 29 )
Endurance Recovery ( 31 )
Accuracy ( 34 )
Level 28 : Increase Density
Damage Resistance ( 28 )
Damage Resistance ( 29 )
Damage Resistance ( 37 )
Level 30 : Phase Shift
Recharge Reduction ( 30 )
Level 32 : Fulcrum Shift
Recharge Reduction ( 32 )
Accuracy ( 33 )
Recharge Reduction ( 33 )
Accuracy ( 33 )
Recharge Reduction ( 34 )
Accuracy ( 34 )
Level 35 : Sirens Song
Sleep Duration ( 35 )
Accuracy ( 36 )
Sleep Duration ( 36 )
Sleep Duration ( 36 )
Accuracy ( 37 )
Level 38 : Dreadful Wail
Damage ( 38 )
Damage ( 39 )
Disorient Duration ( 39 )
Recharge Reduction ( 39 )
Disorient Duration ( 40 )
Recharge Reduction ( 40 )
Level 41 : Conserve Power
Recharge Reduction ( 41 )
Recharge Reduction ( 42 )
Recharge Reduction ( 42 )
Level 44 : Power Buildup
Recharge Reduction ( 44 )
Recharge Reduction ( 45 )
Recharge Reduction ( 45 )
To Hit Buff ( 45 )
To Hit Buff ( 46 )
To Hit Buff ( 46 )
Level 47 : Assault
Endurance Reduction ( 47 )
Endurance Reduction ( 48 )
Endurance Reduction ( 48 )
Level 49 : Total Focus
Damage ( 49 )
Damage ( 50 )
Accuracy ( 50 )
Recharge Reduction ( 50 )
-------------------------------------------
Level 01 : Brawl
Damage ( 01 )
Level 01 : Sprint
Run Speed ( 01 )
Level 02 : Rest
Recharge Reduction ( 02 )
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Do you think I should let Assault out and take Temp Inv instead (keeping the same slots)?
Thanks in advance for every answer