Kin/Elec Vs Kin/nrg .. Which is better


Blue_Note

 

Posted

As the topic says which is better in a team and which could solo


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Posted

Let's see:

- kin/elec: nice synergy for draining endurance while blocking recovery, handy hold.
- kin/nrg: lots of annoying knockback pushing back your Transfusion/Transference targets.

Guess which one I play


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
- kin/elec: nice synergy for draining endurance while blocking recovery, handy hold.
- kin/nrg: lots of annoying knockback pushing back your Transfusion/Transference targets.

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This can't be stressed enough. While kin/elec has some of the nicer synergies in the game kin/nrg is one of the worst cases of synergy-avoidance and self-debuffing.
No surprise that kin/elec is better than kin/nrg for all purposes.




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

Kin/Rad positively rocks this joint though! lots of -def so your kin stuff hits better, but Kin/Elec works liek a charm. become a Sapper overnight!


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@Miss Chief

 

Posted

I hate Sappers, but it would be fun to see who 'Sapps' who first ... i was also thinking Kin/Psi. I do like Kin/Rad a lot. Im looking to do each Fender with a defferent primary and secondary sets


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Posted

Only problem is, Malta Sappers can't have their end drained.


Defiant 50's
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@Miss Chief

 

Posted

oh that sucks full stop


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Posted

You do get a single target hold with Elec though, that'll stop em in their tracks.


 

Posted

I love my Kin/Energy... and my Energy/Kin... knockback is my [censored]!


@Jay Leon Hart
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Posted

I don't find the attacks in elec particularly appealing - I tried a kin/elec briefly but the damage was low (with the exception of the nuke, which was awesome) and it didn't have that many straight-up attacks. As a Kin, I play very offensively, defending from the front, as it were, and the high-damage energy blasts are better suited for that purpose. Psi, Son, Elec and Rad would be my kin choices.


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 don't find the attacks in elec particularly appealing - I tried a kin/elec briefly but the damage was low (with the exception of the nuke, which was awesome) and it didn't have that many straight-up attacks. As a Kin, I play very offensively, defending from the front, as it were, and the high-damage energy blasts are better suited for that purpose. Psi, Son, Elec and Rad would be my kin choices.

[/ QUOTE ]

I play my Kinetic/Electric at the front, usually in the middle of the group of enemies. Electric beats energy as it doesn't do knockback. The amount of times I jump into a mob, fulcrum shift after short circuit, then follow up with a ball of lighting and I don't die is unbelievably high. I usually follow with another short circuit, transferance and then take anything left standing one at a time.

There is no knockback so everything remains nicely grouped. Believe me when I say the damage is not low.


 

Posted

Elec EVERY time. No Brainer. Elec complements Kin with its end drain AND -recovery too.


 

Posted

[ QUOTE ]
Believe me when I say the damage is not low.

[/ QUOTE ]

The numbers and my personal experience say otherwise. It's possibly because I have a kin/psi at 50, and a couple of other kins at varying levels to compare it to - I know what a kin def should be capable of, and my kin/elec just wasn't. At the end of the day, Ball Lightning and Short Circuit were the two best attacks (barring the nuke) - and they had to be slotted for end mod to make an effective sapper, seriously limiting the damage that can be slotted. You can make a powerhouse, or you can make a sapper, but you can't excel at both at the same time (at least, until 50 IO's). Fulcrum shift and siphon power multiply damage by the power's base, so having a moderately higher base damage across the board, even if it doesn't look like much of a difference, makes a huge difference when it's multiplied by a maxed-out FS.

Knockback, correctly used, is some of the best control in the game. It can be used to stop mobs doing things, to group mobs, to scatter mobs, to put mobs somewhere else. End drain is nice, but is not the be-all and end-all of control available to a defender.

Everyone's so sold on Kin/Elec - I have to offer up my experiences, even if it goes against the grain.

My other argument is that there's an absolutely vast number of Kin/Elecs already - be different.


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

Being different is better than being a Sheep and going with the FOTM. Hence my desire to go Kin/Rad when I noticed there wasn't a lvl 50 one that anyone knew of, or on the admittedly incomplete list. AFAIK I was the first.


Defiant 50's
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@Miss Chief

 

Posted

Ofcourse you do and there are indeed, so?


 

Posted

So I don't think that's a rare combo, in fact I think /rad is the best secondary if you just look for PvP in RV


 

Posted

That's the point, it was rare when I picked it. That's the sole reason, cos there wasn't a lvl 50 one that anyone knew of, or on the list.


Defiant 50's
Many and varied!
@Miss Chief