NRG/Kin
AVs are basically immune. 90% resistance and 50 mag of protection means you'd have to slap them with 501 mag of KB to get them off their feet, which is probably impossible.
Aside from that, while Energy can be a reasonable choice for some playstyles, it's particularly bad for /kin. Knockback pushes targets away; you want targets near you to heal yourself, refill your endurance, and get the most out of fulcrum shift.
Maybe Energy/Rad? Then you can get some use out of the KB to force your toggle debuffs into the right position. /Rad also solos better, which seems like it might help you a lot if you're going Energy/.
Thanks, Energy isn't all that bad with kin. I tried it for a little while tonight. Nothing real in depth but I don't see it being a major issue with kin.
Was looking for a little mitigation to go with kin. Energy seemed to let me do that at will with knockback. Basically, like putting your hand on a kid's head while he swings at you. At least in theory, that's what power push looks to do and seems very promising.
After looking at various builds, it seems like nobody ever takes that power. Curious.
Corrupters have always had a particular hate on for NRG but it does get love from Doms and a little from Defenders. So, I'm wondering what's going on there.
Bone Smasher and Total Focus do good damage for doms, and Power Boost is nice. It's also very cheap to permadom because you can slot a lot of knockback and stun sets for bonuses.
Defenders do negligible damage anyway, so their secondary doesn't matter as much. They mainly rely on a primary with heavy res debuffs to amplify the damage they do with whatever secondary they choose.
I have an energy/kin but he's chaotic. He has Whirlwind and Repel. He knows he's chaotic and plays this role well. He also has softcapped ranged defense which is good enough mitigation in most situations.
It's a beautfiul thing.
If it wasn't for a very patient Dark/EA brute my NRG/KIN corr probably would still be stuck in the 20s. I blame Tsoo for that, but, that aside, I never found the knockback to be that detrimental to my Kin powers. Most of my trouble comes from people killing the trans* targets before the effect goes off. Solo, that doesn't happen.
Now as to Power Push...I wouldn't know, I've never taken it. Solo, Explosive Blast and Torrent will knock most of the mob back anyway, or against single hard targets like bosses Siphon Speed and take a step back. Against EBs I hover just inside transfusion range and debuff their damage. If they can fly, I get a brute.
Infinity
Sam Varden 50 MA/Reg Scrap
Doomtastic 50 SS/Inv Brute
Ceus 50 Eng/Kin Corr
Cinderstorm 50 Fire/Fire Blaster
Thanks folks,
Unfortunately, this return to play is on a satellite connection. I've beat my head against the wall on it for a few days and just can't do a kin corruptor as fast as I need to react. Mastermind appears to be much more latency tolerate. Bots/Dark MM is a freaking beast.
Thanks folks,
Unfortunately, this return to play is on a satellite connection. I've beat my head against the wall on it for a few days and just can't do a kin corruptor as fast as I need to react. Mastermind appears to be much more latency tolerate. Bots/Dark MM is a freaking beast. |
I actually skipped Power Push on mine. I did get Air Superiority though, which would mitigate a melee foe somewhat (with a little damage too) while still keeping him in transfusion/transference range.
Timing certainly is key though. I planted a number of times when I hit transfusion just a *tiny* bit late or missed with it completely.
Suggestions:
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I actually skipped Power Push on mine. I did get Air Superiority though, which would mitigate a melee foe somewhat (with a little damage too) while still keeping him in transfusion/transference range.
Timing certainly is key though. I planted a number of times when I hit transfusion just a *tiny* bit late or missed with it completely. |
Well, on a Kin, I'm fighting in their face. I found on NRG or any other set with a 4s and 8s primary like NRG or Electrical the best chain was 1,2,1 Transference, repeat. It's a seamless chain I'd rather not break. On NRG, neither of the first two powers knock a mob back far enough to be out of transference range (if you don't slot them for knock back.) I think I'm pretty good on that setup and I'm thinking Repel might be the best "oh shiat" button instead of power push or torrent.
The more I fight with it, the more I'm thinking what powers are worth breaking my chain for. Siphon speed is the only one worth it so far until transference and fulcrum. On this setup, not even bothering with Power Burst. Siphon power used to be a staple on all my kin builds, now I'm considering it a team power.
Biggest decision now is stick with NRG or go electricity.
Coming back after a several year hiatus.
NRG was never a very popular set and I see it still isn't. After peeking at the last discussion, it seems the main gripe is still knockback in groups.
Let's put that aside and deem it irrelevant for the moment.
I'd like to hear from some of those who made it work for them and how you play with the set.
At first glance,
It appears the set's survivability opens up once you get Power Push for mitigation. Is that pretty much the key to the set as Freeze Ray is to Ice? I see it starts out pretty strong, with great mag, recharge, low end, high base accuracy; basically a power that let's you toy with your opponent. The cast times on the set overall are still an issue but I can see a lot of potential for that power. After slotting, and possibly a power boost, does it work pretty against well AV's, or are EB's the best you can hope for?