Gravity/Kinetics Build
Save yourself 3 slots and swap maneuvers for assault. Assault will add to kins better. Those 3 slots could become end slots in whatever you find has the highest eps.
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.
Hi,
If it was my build I'd swap out Hover for Combat Jumping - the immob resist is very important for a Kinetic. Then take SJ or IR for travel power.
Slot Siphon Speed 2 acc 3 recharge reduction - allows you to stack SS, greatly increase recharge of all powers.
Drop two slots from Speed Boost - 1 End Mod will keep a players End bar full.
The rest looks fine and is more down to play style.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I'd like to make a build according the proposed build and the suggestions, but I can't. I've swapped maneuvers for assault, 2 EndRdx there as I use to use with that power. Then I changed Hover for Combat Jumping. Dropped two slots from SB. I don't want to take SJ, I'd rather use IR but I only can take it at lvl 28, and with those changes I have one empty power at lvl 16 or 18 (I can move Health). None of the post 20 powers can be moved to 16 or 18. Taking SJ would be a waste... Well, I don't know what to do now...
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Move Crushing Field down and put IR in at 28.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
What power do you recommend me to take at lvl 16 or 18? Repel is ok?, and which power should I leave out of that build if I add IR, Power Boost or Temp Invulnerability?
From the build that you posted you can move Crushing Field from 28 to 18 and then take IR at 28. isn't that what you wanted to do?
And personally I wouldn't take Repel.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Sorry, didn't realize that Crushing Field could be taken so early. IR 2 RchgRdx + 1 Jmp ok?
One jump and 1x recharge should plenty. it works exactly the same as Superjump, it just needs to be recharged. The dureation without enhancements is exactly the same as the recharge so adding even an So to it allows you to fire it off when you land without dropping from the sky.
Defiant 50's
Many and varied!
@Miss Chief
First of all... I am delighted to finally see a kinetic build with Hover. It is just astonishing what you can do with speed capped Hover. There is no better combat maneuverability.
Now for my biggest concern about the build: no recharge in Siphon Speed? Maximising the recharge of Siphon Speed means being able to stack more +recharge for all your powers. Kinetics are meant to be speed devils, so let them. Stacking Siphon Speed is the way to go.
Generally I noticed some hugely overslotted defensive powers. Kinetics are active toons and you get more bang for the buck by treating them as such. Especially as a controller you will be able to lock down mobs faster than they could ever cause significant damage making defensive toggles very situational. Even without any kind of armour or control power a good kinetic can simply outheal most incoming damage. (They are only vulnerable when they failed to uphold any siphoned speed.)
And Conserve Power? What for? The only time well-slotted Transference is not enough to keep you going is when you can not get close enough to profit from it and the only time you can not get close enough to profit from it as a kinetic controller should be when you are fighting Hamidon. A bit too situational to warrant a power pick and two additional slots.
Oh, and there is hardly a situation where you need any recharge enhancements in IR. Siphon Speed + IR gets you almost anywhere before Siphon Speed runs out.
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.
Pull the Recharge from Singy, you don't need it. You can only have one floaty ball of goodness out and he's fairly tough and rarely dies.
1-2 Acc, 3 damage and 1-2 holds is the way I've slotted him.
I'd also have a Stun or two in Wormhole, SO slotting I go 2 Acc, 2 Stun, 2 Recharge. Once you hit 35ish try and get some Acc/Stun/Recharge IOs in Wormhole and Acc/Hold/Recharge ones in GDF, they're wonderful in there.
I'd get the new Power Mastery cone attack over Conserve Power. You should be fairly sorted for End, as Sitrel says, and more damage is always nice. If you're not set on Power Boost (or concept, Primal looks the part for a Grav) the Earth epic is a nice choice for a Kin, who is up close a lot, with the Defense shields, Fissure (nice AOE damage and some control via the chance of stun and knockdown : it's short ranged, which suits Kin) and the single target smashy-hold (Seismic Smash), which is an excellent power : you can insta-hold a boss with it and it does great damage, especially with Containment.
Hi, I've starting a grav/kin... For some solo, mostly duo & team PvE.
This is the build I've been thinking of. Does it look OK enough?
Hero Plan by Mids' Hero Designer 1,401
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Captain Milky Way: Level 50 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Lift -- Acc(A), Acc(3), Dmg(11), Dmg(15), Dmg(37)
Level 1: Transfusion -- Acc(A), Acc(5), Heal(13), Heal(17), Heal(19)
Level 2: Gravity Distortion -- Acc(A), Acc(3), Hold(13), Hold(17), Hold(19)
Level 4: Siphon Power -- Acc(A), Acc(5)
Level 6: Propel -- Acc(A), Acc(7), Dmg(7), Dmg(15), Dmg(37)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(9)
Level 10: Siphon Speed -- Acc(A), Acc(11)
Level 12: Hover -- EndRdx(A)
Level 14: Fly -- Flight(A)
Level 16: Swift -- Flight(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Speed Boost -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Gravity Distortion Field -- Acc(A), Acc(25), Hold(25), Hold(34), RechRdx(43), RechRdx(46)
Level 26: Wormhole -- Acc(A), Acc(27), RechRdx(27), RechRdx(31), RechRdx(40)
Level 28: Crushing Field -- Acc(A), Acc(29), Immob(29), Immob(31), Immob(40)
Level 30: Maneuvers -- EndRdx(A), EndRdx(31), DefBuff(42), DefBuff(43), DefBuff(46)
Level 32: Singularity -- RechRdx(A), RechRdx(33), RechRdx(33), Dmg(33), Dmg(34), Dmg(34)
Level 35: Transference -- Acc(A), Acc(36), EndMod(36), EndMod(36), EndMod(37), RechRdx(45)
Level 38: Fulcrum Shift -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), RechRdx(40)
Level 41: Tactics -- EndRdx(A), EndRdx(42), ToHit(42), ToHit(43), ToHit(46)
Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 47: Temp Invulnerability -- EndRdx(A), EndRdx(48), ResDam(48), ResDam(48), ResDam(50)
Level 49: Power Boost -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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