Kin / Psi Defender Build! Tear it to shreds ;-)
I just throw Recharges into the Siphons and spam it usually. It hits eventually. Maybe one accuracy in Siphon Speed, but certainly as many recharge as you can spare. Stacked SS is great. You can get up to 3 of em stacked.
I'd drop Group Fly for Hasten too, it stacks beautifully with Siphon Speed to turn you into a hyperactive lunatic.
I went without Stamina at all on my Kin/Elec and he's fine. Bit seat of the pants but with all the +recharge going you should be Ok. I know other Kins like to have stamina too though.
I initially dumped Fly for Siphon Speed & IR (at 18), but missed Air Sup too much and took it back. But you can miss a travel power if you like. Take IR at 18 though as Siphon Speed in Talos / IP when you're only level 20 is annoying. Kin is nice and flexible that way as Fitness & Travel powers become optional.
I'd have 2 acc/3 heal/1 recharge in Transfusion too but 2/2/2 is good too, its annoying when I miss or the target dies mid-cast.
Increase Density is handy for buffing some of your teamies too but skipable. Its useful as you can get away with one slot (although 3 resists in it is good too). Main use is a demezzer. People will love it in the 40s.
I have no clue on Psi really.
I would take increase density, and early, if you plan to slot it with a KB protection IO . That way, you'll have KB protection, also when exemped at low levels; can be very useful if you plan to exemp a lot (I know I will do it after level 50). In any case don't skip ID, its very useful, especially against certain AVs. I know its duration is short but you don't need to keep it up all the time on everyone, just buff the whole team in the beginning and with you on their side they'll be over the fight in less then 60 seconds jokes apart, I usually buff all before the fight and during the fight buff those that need it the most (blasters for mez prot and tankers for the dam resistance). Slot it with 3 defs and your mates will become killing machines.
You don't really need Stamina, you could save 3 picks imho with a properly slotted transference (2 acc, 2 end mod, 2 rech). A single transference hit will refill your entire end bar. If you take hasten and stack its recharge with that of syphon speed (spam it, like carni said!) you can have transference up so fast you won't have a problem, even with toggles running (provided you have any, I dont really know the psi set). You can just keep a couple of blue insps for real emergencies, and that's it.
Also, if you have flight, inertial reduction is not gonna be that useful. If you're not going for concept choices you don't really need a travel power with IR and Syphon Speed. If you are going for concept (like I do), then of course it's a completely different matter.
Ok i have a lvl 50 Kin/Psi and i think your build is ok however. . .
The AoEs of Psychic are pathetic really (Obviously not Psychic Wail), i would stick to the quick decent damage single targets attacks (also very good in PvP). The only one i would say get if you really want an AoE is the Tornado for the Knock-Up, although i do stress how bad the damage is.
Im sorry i believe accuracy comes first and with Hasten and Siphon Speed (If it hits that why you need 2 Accuarcy Enhancements in it) you will be well on the way to Perma Hasten (with some nice IO's you can get very close).
3 Accuracy on Fulcrum Shift is a must as it is you most important power, you do NOT want that to miss, seriously.
With Stamina (Always good to have no matter what AT you are, the more end the better) you can get away with 2 Accuracy, 3 Endurance Modifications (Really Sap the end out of someone and will give you basicly a full bar of end) and just the 1 Recharge (as you will have nice +Recharge anyway)
When i respec with my Kin/Psi i will be losing Super Speed and just going for the IR + SP combo, simply because IR is so handy for PvP and also does not cost any end once cast. Kins dont really need a Travel power and certianly not Group Fly, your team with much prefer IR than Fly .
3 Heal on Transfusion is a must, with those big Tanks and the fact that you have the best AoE Heal in the game you want to keep everyone alive as well as keeping our Heal Rep good . PLUS like i said before you will have loads of Recharge anyway with Hasten + Siphon Speed.
On my Kin/Psi i also too Leadership simply because with the ammount of end you get afford to run the two toggles and having Vengence in your pool makes you very team friendly but it will also help you in those tricky situations.
So yeah i hope that can help you, i have two Kin 50's (Troller and Deff) and my mate has 2 as well so i have been around them alot. Best Secondary or Primary Support IMO and you will find Kin/Psi fun as well as realising you can do alot of Blasting
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If you are going for concept (like I do), then of course it's a completely different matter.
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All my toons are concept made so that is why I refuse to take anything like Hasten. And I don't really see the need for it since, according to Mid's Hero Designer, my heal will recharge in four seconds easily and Transference in 15 with Fulcrum Shift in 27 seconds. Fly is also for concept. The reason I dropped ID is because it has such a short duration (My Increase Density thread). If I do manage to fit it into my build I will only use the intitial slot for the Res Dmg.
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If you are going for concept (like I do), then of course it's a completely different matter.
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All my toons are concept made so that is why I refuse to take anything like Hasten. And I don't really see the need for it since, according to Mid's Hero Designer, my heal will recharge in four seconds easily and Transference in 15 with Fulcrum Shift in 27 seconds. Fly is also for concept. The reason I dropped ID is because it has such a short duration (My Increase Density thread). If I do manage to fit it into my build I will only use the intitial slot for the Res Dmg.
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Well but if you slot it more than once for the res damage, you will see that the defense you're giving to the others wlll increase a lot. However, there's a topic about that so let's close it here
as for Hasten, you made me curious. How can hasten not-fit concept wise in a build for a Kinetic, that's all about speed? would you like to share this? Im really curious! apart from the fact that I will always take hasten to be able to spam more SS and FS... more and more
My concept it more Psychic based, not speed. Hence why I took Fly.
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My kin/psi defender build is very similar, with a few differences. Firstly, I respecced out of the fitness power pool (I find that transference keeps me going - this is just my personal preference). I dropped psychic scream (the cone range on it is just awful). I also dropped the snipe attack, as I find that my combo now is mass hypno -> FS -> nuke, which pretty much takes most bad guys out. The ones that it doesn't are staggering around disoriented and I can wipe them up with WD/Telek blast/subdue.
What I HAVE gone for is IO sets in most of my attacks. Slotted thunderstrike in 3 of them (for a nice 21% accuracy buff in total) and also pacing of the turtle in siphon speed and call of the essence of curare in dominate (doesn't hurt to reduce the time that you're held/stunned etc).
I opted for the hasten/SS route, and slotted celerity +stealth in SS, so it gives me invis. Also, hasten is a godsend when a) fighting AVs and you want pretty much perma transfusion and b) your nuke is recharged faster than you can say 'hot potato.'
My kin/psi defender is my favourite toon - kind of a mix of a scrapper (always in melee range), defender (for support) and troller (has a hold, 2 sleeps and a stun).
I respecced out of the leadership pool as I found that, as a kin and often in the forefront of battle, I'd get mezzed quite a bit and you're detoggled. Then you've got the hassle of waiting for it to recharge, then re-toggle it, only to be mezzed again shortly afterwards. Of course, this isn't a problem if you team with empaths/sonics who are on the ball (unfortunately, there seems to be a lot out there that aren't on the ball)
The bottom line is, what style do you want to play? My defender is very offensive based, using holds and stuns to keep my foes at bay. Telekenisis is in there as a panic button, but with dominate, will domination, mass hypno and scramble thoughts, I can pretty much hold my own against most mobs. Just remember to carry a stack of BFs
>I would take increase density, and early, if you plan to slot
>it with a KB protection IO . That way, you'll have KB
>protection, also when exemped at low levels;
Doesn't Increase Density already protect against knockback? Or does slotting KB protection IO into this stops the caster from knockback too?
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Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
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>I would take increase density, and early, if you plan to slot
>it with a KB protection IO . That way, you'll have KB
>protection, also when exemped at low levels;
Doesn't Increase Density already protect against knockback? Or does slotting KB protection IO into this stops the caster from knockback too?
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KB it ONLY affects the caster, and it's always active, even if you are not using the power. It's the way that kinda invention enhancement works.
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KB it ONLY affects the caster, and it's always active, even if you are not using the power. It's the way that kinda invention enhancement works.
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Ahhh. You know, that's actually pretty useful come to think of it. Now I won't need to pick up Combat Jumping just to slot knockback protection IO into, if I can just slot it into Increase Density, and have it affect me like that.
Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
Yup, it's dead handy
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
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KB it ONLY affects the caster, and it's always active, even if you are not using the power. It's the way that kinda invention enhancement works.
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Ahhh. You know, that's actually pretty useful come to think of it. Now I won't need to pick up Combat Jumping just to slot knockback protection IO into, if I can just slot it into Increase Density, and have it affect me like that.
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I was able to respec the whole Leaping pool out thanks to IOs
Although CJ gives you immob protection which you can't get through IOs.
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>
Here is my Kin / Psi Defender Build. I've slotted it the way I wanted to. Just curious as to whether it is good or bad.
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Telekinatus: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Transfusion -- Acc(A), Acc(3), Heal(3), Heal(5), RechRdx(5), RechRdx(7)
Level 1: Mental Blast -- Acc(A), Acc(9), Dmg(19), Dmg(43), Dmg(46)
Level 2: Subdue -- Acc(A), Acc(9), Dmg(15), Dmg(37), Dmg(40)
Level 4: Siphon Power -- Acc(A), Acc(11)
Level 6: Siphon Speed -- Acc(A), Acc(7)
Level 8: Hover -- Flight(A)
Level 10: Psychic Scream -- Acc(A), Acc(11), Dmg(15), Dmg(37), Dmg(37)
Level 12: Speed Boost -- EndMod(A), EndMod(13), EndMod(13)
Level 14: Fly -- Flight(A), Flight(19), Flight(21)
Level 16: Telekinetic Blast -- Acc(A), Acc(17), Dmg(17), Dmg(25), Dmg(25)
Level 18: Swift -- Run(A), Flight(21)
Level 20: Health -- Heal(A)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Inertial Reduction -- Jump(A)
Level 26: Transference -- Acc(A), Acc(27), EndMod(27), EndMod(29), RechRdx(31), RechRdx(31)
Level 28: Will Domination -- Acc(A), Acc(29), Dmg(31), Dmg(34), Dmg(34)
Level 30: Group Fly -- EndRdx(A)
Level 32: Fulcrum Shift -- Acc(A), Acc(33), RechRdx(33), RechRdx(33), RechRdx(34)
Level 35: Scramble Thoughts -- Acc(A), Acc(36), Dsrnt(36), Dsrnt(36)
Level 38: Psychic Wail -- Acc(A), Acc(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(40)
Level 41: Dominate -- Acc(A), Acc(42), Hold(42), Hold(42), RechRdx(43), RechRdx(43)
Level 44: Mass Hypnosis -- Acc(A), Acc(45), Sleep(45), Sleep(45), RechRdx(46), RechRdx(46)
Level 47: Mind Over Body -- EndRdx(A), EndRdx(48), ResDam(48), ResDam(48), ResDam(50)
Level 49: Telekinesis -- EndRdx(A), EndRdx(50), EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx(A)
So what do you think?
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