Need lots of help with Elec/Kin build!
You've missed Power Sink from the Mu pool, which considering your intentions, must surely be a must have. But you cite in your notes about the pool, so probably just a mistake .
Personally I think Superspeed might be a bit much in that build. I have a /Kin Corr and use both Leaping and IR. Basically it's a team character and used mostly in zones. The movement is incredible. That's just my preference though.
For every point for not needing one of the travels in your /Kin build, there will be counter arguements against not having them, as your /Kinetics based ones require either a targetted hit, or recastingand there's always scenarios where that can cause a problem.
The Mu hold I'm not sure about. I can't see you holding many targets in PvP, but I could be wrong. I *think* it lacks anything in the way of -fly,-jump or slows too, which the Mace has in spadefuls. Rooting or impeding your target to apply the close range big hitting drains is probably the difficult bit. But then I'm [censored] at that . Maybe if it's a huge problem and you get enough of a big drain effect without Powersink, go Mace for stacking loads of slow, movement limitation and -recharge
? Then hit them with Short Circuit/Transference? Still... Power Sink...!
I think the -recovery components from the Elec pieces will be the key to your toon being really really infuriating . Transference off my Corr seems to take maybe a couple of doses or so to really empty a well managed character, and even then there's no -recovery there so they always get a fair fraction back nearly immediately. _recovery however really really cripples. Personally I'd take the whole lot, it's surely a horrible amount of drain and recovery damage.
That said I'm fairly casual on the old Pee Vee Pee. Others will be able to elaborate with information much better .
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1. Tesla Cage has -100% Recovery for 8 seconds. Is this only if it holds? Or does it just have to hit?
[/ QUOTE ]The -rec is independent from the hold effect. You just need to hit.
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2. How much endurance is a lot of endurance? Transference has a base drain of -18.something, which is obviously a lot, but is the -1 or -2 off some of the other elec powers really going to make a difference? Or am I just using them for the stacked -recovery?
[/ QUOTE ]100 is a lot of endurance. As a matter of fact it's the only amount that counts. If your build does not allow you to drain a full endurance bar in a short timespan you might just as well not bother at all. That's the reason why you should really consider taking Power Sink on top of your other drain powers.
The minor drains from your attacks are - together with the -rec - only good for making sure that the enemy's endurance stays down once he is drained completely.
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3. What does VSentinal do, endurance draining-wise?
[/ QUOTE ]Not much. He only has a weaker version of your Lightning Bolt. His contribution to endurance drain is quite negligible.
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4. Do we like 'Mu' mastery? Are the holds any good? It has the -end/-recov that we're basing the build on.
[/ QUOTE ]We like Mu mastery very much, but it's Power Sink we are after as the Electric Shackles have more than three times the recharge of Tesla Cage. I would suggest sticking to Tesla Cage and skipping Electric Shackles. Since you are /kin the Tesla Cage should recharge lightning fast, so a second (inferior) hold is not needed.
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5. Are there any good -end or -recovery procs?
[/ QUOTE ]There is a Chance for -end in the Tempest ranged damage set (25% chance, don't know how much it drains, probably only a minor amount). However, if you plan your build well enough you should not need this.
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6. SuperSpeed+SuperJump+Hurdle+InertialReduction+Comb atJumping = Overkill? Which of these do I need/want?
[/ QUOTE ]That's more than just overkill. For my kinetics I prefer Hover (at flight speed cap with stacked Siphon Speed) and for non-combat situations I take either Fly or Superspeed (as you should fit in Hasten early anyway, it's more useful to you than Zapp, Increase Density and Voltaic Sentinel combined which all come earlier in your build). You could also take neither Superspeed nor Fly and just wait for Inertial Reduction to be unlocked as this is also a nice way to get around (unsuppressed on top of that) without having to take a "real" travel power.
My power picks for a travelpowerless build would probably be something like this:
1. Lightning Bolt + Transfusion
2. Charged Bolt
4. Siphon Power
6. Short Circuit
8. Hasten
10. Siphon Speed
12. Hover
14. Swift
16. Health
18. Tesla Cage
20. Stamina
22. Speed Boost
24. Aim
26. Zapp (PvP) or Ball Lightning (PvE)
28. Inertial Reduction
30. Increase Density
32. Thunderous Blast
35. Transference
38. Fulcrum Shift
41. Power Sink
44. Charged Armour
47. Summon Adept
49. Hurdle
Of course, this build could easily change if I had to consider slotting, too (and because I keep juggling powers around on a whim for all my builds ), but this is what my first draft would look like.
I hope I could help you a little bit with your build.

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.
Unfortunately, I wasted a lot of time playing with the online CoHplanner before I got a chance to read your replies. This is, I think, a big improvement on before, but doesn't take your comments into account. I'll make a third build as soon as possible.
At least I remembered power sink this time...
I'll try and work the numbers out end drain wise too. I'm not sure it's going to be entirely competitive, but one can hope. I'll work on the assumption that the numbers will go up by, what, 90ish% when enhanced?
Anyway, here's the build. Thanks very much for the help so far, and any other comments would be very appreciated.
http://i21.photobucket.com/albums/b293/R1ft/build2.jpg
Build v. 2.0 in JPG!
[b]Also, as far as numbers go, enhanced Transference, Power Sink and Short circuit drain 77 endurance. The others are a bit pants. Tesla Cage is nice for the auto -recovery.
Also, City of Data gives these stats for the Voltaic Sentinal:
* 35.59 Energy Damage
* -6% Endurance to Target
* -100% Recovery to Target for 2 seconds (20% chance)
-6% is -6 off a full bar, which is alright, but nothing spectacular.
Hmmm, 77 you say? I guess there is a slight mistake in your calculation since slotted Transference and Power Sink alone drain 90ish endurance. With Short Circuit you should be well over 100 endurance. Could it be that you have calculated your own endurance gain? The drain is higher.

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.
Really? I was working on the (potentially false) assumption, based on the figures on City of Data that:
Transference: -18.337 Endurance to Target if (target = player)
Multiplied by triple slotted for -end = about 36.
Short Circuit and Power Sink do -10 (in PvP), which I'm doubling as well, = 2x20
Have I done that wrong?
Ah, yes, the values for PvP are considerably lower to disallow an "instant drain". However, Short Circuit and Transference recharge fast enough (especially with Siphon Speed) that you can do it nonetheless.

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.
Does that mean he'll stand a chance at draining AVs to zero, too?
Electric/Kinetic Corruptor
Am thinking of making a PvP, endurance draining toon post i12. I've seen some Kin/Elec defenders do it rather well, so this is my attempt, red-side. This is what I've come up with, but have a load of questions:
Namely:
1. Tesla Cage has -100% Recovery for 8 seconds. Is this only if it holds? Or does it just have to hit?
2. How much endurance is a lot of endurance? Transference has a base drain of -18.something, which is obviously a lot, but is the -1 or -2 off some of the other elec powers really going to make a difference? Or am I just using them for the stacked -recovery?
3. What does VSentinal do, endurance draining-wise?
4. Do we like 'Mu' mastery? Are the holds any good? It has the -end/-recov that we're basing the build on.
5. Are there any good -end or -recovery procs?
6. SuperSpeed+SuperJump+Hurdle+InertialReduction+Comb atJumping = Overkill? Which of these do I need/want?
Numbers off this site.
Build:
Elec/Kin/Mu
Leaping/Speed/Fitness
Powers:
Lightning bolt + Transfusion to start with
2. Siphon Power
4. Charged Bolts
6. Combat Jumping
8. Siphon Speed
10. Hurdle
12. Aim
14. Superjump
16. Health
18. Zapp
20. Stamina
22. Speed Boost
24. Short Circuit
26. Increase Density
28. Voltaic Sentinal
30. Hasten
32. Tesla Cage
35. Transference
38. Fulcrum Shift
41. I/reduction
44. Charged armour
47. Electric Shackles
49. Summon Mu
Thanks for the help!