Kin/Energy : Starter Tips?
Unless you're dead set on taking /energy, you might want to consider changing it for something else. /Nrg knockback doesn't go well with Kinetics.
/rad and /sonic are my suggestions.
@False Fiction - Virtue / Defiant
Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
Just a quick question, Was there a reason why you chose Kin/energy? The Knockback would be something you'd want to avoid with the kin powers, particulary Fulcrum shift Transfusion and Transference. Although I can imagine FS would work nicely with Nova.
On hte other hand Fulcrum Shift would work well with any Extreme Damage Nuke.
Visionist LVL 50 Ill/kin
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I like the animation? >.> And i like knockback. And it helps when im going with my blaster friend he kills, i hold at bay ^_^. Should of gone controler i guess.
/Ice is also viable for a kinetics just in case you're not so sure on /energy, but yeah, there's not too many that like the knockbacks, specially in teams.
But hey it's true that sometimes the knockback can be a life saver!
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I like the animation? >.> And i like knockback. And it helps when im going with my blaster friend he kills, i hold at bay ^_^. Should of gone controler i guess.
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Keep in mind that powers like Transfusion (Heal) and Transference (Endurance) require the foe to be next to you. If you knock them away, you won't be healed/endboosted. Knockback is not Kinetics friendly. Energy does look cool, alright. But then again, so does Rad.
@False Fiction - Virtue / Defiant
Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
Try and go for the more powerful single-target attacks; AoE attacks are likely to get you into trouble very quickly! What's been said earlier about energy doing knockback which is bad for kinetics is true, but you'll learn to live with it, and actually the knockback is pretty good control for a defender; to knock enemies out of melee range with you. Energy's really handy as far as resistance goes; you won't have much trouble with resistant foes at all.
Most people don't roll Kin/Energy for exactly that reason, but it's honestly not as bad as all that, and on the plus side you'll be taking a combination that few other people have. Which is great.
Oh, and at 38 you'll get Nuke. Most of the other blaster top tier primary powers tend to get named after that colloquially, for a good reason. It's the daddy.
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Kin/Nrg is playable. Like any other combo in the game. My point is: it's not a synergetic combo. /Rad debuffs foe's defence, making it easier to hit crucial powers like Transfusion, Transference, Siphon Speed and FS. /Sonic resistance debuffs paired with kin's Dmg buffs, makes you a pseudo-blaster (with great survivability).
Anyway, if you're decided on taking that combo, I'd skip the following powers:
Kinetics: Repel, Increase Density, Inertial Reduction
Energy Blast: Power Blast, Sniper Blast, Power Push. (I like Aim for critical moments where I MUST hit the target or before nova).
Take stamina (it is skippable, but you'll feel better having it) and leadership (assault/man, tactics and vengeance). Hasten is handy, but skippable.
As for Epics, go Psi or Power Mastery.
@False Fiction - Virtue / Defiant
Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
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Oh, and at 38 you'll get Nova. Most of the other blaster top tier primary powers tend to get named after that colloquially, for a good reason. It's the daddy.
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Most other nukes > Nova imo. And defender nukes are all a bit iffy anyway. Fulcrum does help though
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>
Taking hover/fly so you can knock enemies down from above rather then knocking them back can work.
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Also hover with a couple of stacked siphon speeds can make it a pseudo-fly and it's also a great travel power in mishes.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
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Most other nukes > Nova imo. And defender nukes are all a bit iffy anyway. Fulcrum does help though
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Actually, I'll rephrase this slightly:
- don't expect blaster-level damage on your nuke
- be careful when you use it, you might have more useful things to do on a team than nuke (although having Transference to use right after makes it much more viable)
- think of the nuke's secondary effects (things like stuns, holds, -tht are usually better control than kback)
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>
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Anyway, if you're decided on taking that combo, I'd skip the following powers:
Kinetics: Repel, Increase Density, Inertial Reduction
Energy Blast: Power Blast, Sniper Blast, Power Push. (I like Aim for critical moments where I MUST hit the target or before nova).
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Repel I'd agree but the other two especially on a defender are pretty damn great. And as the OP has already said he'll be teaming with a blaster mate, leaving out the one power that stops mezzes (not sleep) would be criminal if not stupid.
Inertial Reduction gives you the ability to entirely skip a real travel power, freeing up space for different powers/slots. Siphon Speed will be part of your attack chain (if not go Rad instead) so at level 6 you have a SS power (must hit) and then at 18 you get SJ both without dabbling in a travel pool. Plus one gives a 20% recharge bonus per application (when well slotted can stack 2-3 times) and the other is nice for team mates.
If you already are fixed on a knockback secondary there is no real reason why you shouldn't take Repel, it is a very situational power and END hungry, I find it occasionally useful on my Kin/ defender. I deleted my Kin/Nrg due to the knock back, but I could see why someone would want one.
Only thing I'd say about Nrg is that four slots in Power Push can be slotted with one of the KB sets (Kinetic Crash) to grant a mag3 KB Protection, which while not quite up to Acrobatics standards is not to be sniffed at (same could also be done to repel).
As for the rest, it depends. Until you hit 32/33 I'd certainly reccomend you go Assault -> Tactics -> Vengance (not a big fan myself). Mainly as while siphon power is okay it won't get you anywhere near a damage cap. After FS is available I'd swap to Maneuvers -> Tactics -> Vengence. With FS getting a damage bonus is of little real interest IMO, while having a slot to pop a recharge IO (Luck of The Gambler) into could be handy if you're rich .
Stamina will be handy until you get Transference unless you plan on letting your team mates play on low health, both Kinetics and Energy are rather spammy powers, and Kinetics certainly is not especially END light. After 26 you could probably do without Stamina if you knew for sure that you would hit every time you needed it... I know I don't.
Personally I also drop Combat Jumping into the build (along with Fitness/Hurdle) another spot to pop one of those expensive +Recharge IOs, I also drop a stealth IO and normally a jumping IO in there, it also grants some protection from Immobilize which because you need to be in the thick of the combat is also useful.
I don't feel able to actually provide a build as such as while I play both sets quite a bit (lvl50 Fire/Kin, lvl45 Kin/Dark & lvl50 Nrg/Dev) I don't actually play the two together. Besides I'm sure other here will disagree with my opinions anyway.
But if there is one thing from the above you don't drop from your build, Increase Density should be it. Well unless you plan on soloing to fifty or only plan on playing with non-squishies.
The only thing that i'd disagree with in this thread which hasn't already been mentioned is that Kinetics is bad with AoE. I think its fantastic, if your solo and want to take out a group of enemies pop an orange, jump in, fulcrum shift and then AoE away. Amazing against Masterminds and even better if you have a tank friend. If your mates the blaster i'd give him the oranges and let him jump in the middle lol. Transferance and Transfusion off any survivors. I think elec is best for this as you get Short Circuit and Ball of Lightning.
Just to say - I like(d) my Energy/Kin and Kin/Energy Defender and Corruptor. They were fun and the KB was easily manageable. Good luck!
@Jay Leon Hart
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For later levels and depend on Playstyle The Invisibly Pool is funny, Phase shift can save youre Live many Times after you hit FS and thats to Kinetics it recarge fast.
Hey all. I recently started a Kin/Energy, i was woundering whats a good build or some good tips for not geting slated in 20 seconds. Since ive never done a defender at all.