a illusion/kin's questions on inertial reduction n' siphon speed.
So, I was wondering if siphon speed is worth taking? It could replace hasten to lower recharge on flash and other powers, and combined with inertial reduction, it could be a travel power. Im thinking putting just one enhancement slot in siphon speed, and slot it with recharge and accuracy, and maybe one in inertial reduction. Do you think I should be using enhancement slots or even power slots at all on these two powers?
Edit: And if this is a little unclear on some parts, I apolagize and will edit later, team is waiting on me. |
So, I was wondering if siphon speed is worth taking? It could replace hasten to lower recharge on flash and other powers, and combined with inertial reduction, it could be a travel power. Im thinking putting just one enhancement slot in siphon speed, and slot it with recharge and accuracy, and maybe one in inertial reduction. Do you think I should be using enhancement slots or even power slots at all on these two powers?
Edit: And if this is a little unclear on some parts, I apolagize and will edit later, team is waiting on me. |
In Kinetics, the "must haves" for an Ill/Kin are Transfusion, Siphon Speed, Transference and Fulcrum Shift. I would include Speed Boost, but some folks seem to find it skippable. On the Illusion side, Blind, Spectral Wounds, Phantom Army, Spectral Terror, and Phantasm are "must have" powers that you should take as soon as available. I would include Deceive in there, too.
Hasten gives you a 70% recharge boost when it is up. Because the key power in Illusion is Phantom Army, boosting your Recharge to get PA recharged as fast as possible is one of the ways to make your character better. This is why both Hasten and Siphon Speed are key powers for an Ill/Kin.
Siphon Speed can be used, together with the temp powers, as a travel power. It has problems, like if you are in a high level zone, siphoning off of a foe can get you killed. Try Deceiving the foe first, as that will avoid aggroing that foe and others around him. You can use Invisibility for when the foes are such high level that you can't hit them. However, with my Ill/Kin, I took a travel power, as I find waiting until level 28 for Inertial Reduction to be too long. You may want to consider taking a travel power at first, then later using a respec to change out. Consider using Hasten/Superspeed since you should take Hasten anyway. (I use IR on one of my two Kin defenders -- it is a little annoying to have to re-cast it constantly.)
Even though my guide is for Ill/Rad, I suggest you take a look at the Illusion side of the guide, linked in my sig.
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Absolutely it's worth taking. And like the others are saying keep Hasten, as they work very well in concert with each other.
As for the travel power question, this is exactly what I do with my Mind/Kin, who doesn't even have a travel power because Siphon Speed/Inertial Reduction work well enough that he doesn't need one.
In addition to the excellent points mentioned above, Siphon Speed does a pretty good job of reducing the target's speed and recharge as well.
Pound for Pound, the Amoeba is the most vicious animal on earth.
So, I was wondering if siphon speed is worth taking? It could replace hasten to lower recharge on flash and other powers, and combined with inertial reduction, it could be a travel power. Im thinking putting just one enhancement slot in siphon speed, and slot it with recharge and accuracy, and maybe one in inertial reduction. Do you think I should be using enhancement slots or even power slots at all on these two powers?
Edit: And if this is a little unclear on some parts, I apolagize and will edit later, team is waiting on me. |
When you get to the Epics I'd recommend Stone, for an Ill/Kin it is far and away the most effective.
Fissure gives you an effective way of setting up containment and increasing damage as well as additional control in the stuns and knockdown.
Seismic smash is a mag 4 hold that does massive damage - add in FS and Siphon power :-)
Rock Armour gives you another place for a LotG +recharge.
I would advise fitting Combat Jumping into the build as well, CJ prevents you being immobolized. As a Kin you need to be able to move freely for the buffs and heals.
An Ill/Kin?Stone is the ultimate Scrapptroller - play aggressilvely to get the most out of it.
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
Going to support the general consensus that you need Siphon Speed. Especially since Illusion has only one hold and one AoE hold. Any +Rchg is only going to help you keep things locked down. IR works as a travel power on its own...if you can hold out to lvl 28 before picking it up.
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So, I was wondering if siphon speed is worth taking? It could replace hasten to lower recharge on flash and other powers, and combined with inertial reduction, it could be a travel power. Im thinking putting just one enhancement slot in siphon speed, and slot it with recharge and accuracy, and maybe one in inertial reduction. Do you think I should be using enhancement slots or even power slots at all on these two powers?
Edit: And if this is a little unclear on some parts, I apolagize and will edit later, team is waiting on me.