Is it wrong?
I'm not really the type to address your build directly, but personally I feel that Kin is one of the more solo-oriented sets, even though Speed Boost and Increase Density are only usable on teammates. The rest of Kinetics is very effective to the caster, though, and it boosts damage, which is very useful to the support of your Secondary. So while it might be argued that you are less useful to a team without those two powers, since you are able to spend those power choices and slots elsewhere, you likely have more capabilities in other areas that will still help your team. And a Kinetic isn't going to do bad damage anyway.
Honestly, I would tell your team your options, and put it to their decision. If they want you to provide SB and ID (and chances are they will if any of them have problems with End costs) and don't mind your taking the time to switch, then go ahead and do so. If they are fine with End costs, and don't happen to like SB because they don't really need the speed either, then contribute in the best way you are able to contribute, with your solo build.
I'll let someone else do an analysis and give you tips on your builds. Personally, though, I'd say no, it's not wrong.
While I do love SB and even ID, I do not think its wrong if you do not take those powers. What I don't like is people who have them, but never use them. If you aren't going to use it, take something you will use, that is my feeling.
I guess both powers could be used as set mules, but it would still make me sad to see you have them, but not use them.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Yea, if someone specifically asks me for them or if I know that the Tank needs them I'll switch builds and then spend most of the time keeping everyone boosted. In my solo build, as soon as a mob is engaged by the tank, I head in and hit the boss (or Lieu if no boss) with Transference and then Siphon Speed (to keep him down) and then Siphon Power and Fulcrum Shift. After that the team has very little difficulty taking down the entire mob as the boss is rendered helpless and we can all wail away. I went on to AE with some friends yesterday and we were wiping through mobs like nothing (difficulty was turned up pretty high too). With slotting, that attack chain was up to be used every time we engaged a new mob.
1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world
No, it's not wrong. But it is a symptom of the problem of these hyper-strong, tiny duration buffs.
Better IMO, to have a long duration (30 min+) buff with reasonable effects.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
No, it's not wrong. But it is a symptom of the problem of these hyper-strong, tiny duration buffs.
Better IMO, to have a long duration (30 min+) buff with reasonable effects. |
If it was a 4 minute buff, I'd roll one up.
BrandX Future Staff Fighter
The BrandX Collection
I agree with that completely, if it wasnt for having to focus solely and completely on SB and ID when I am using them, say by increasing their duration, I wouldn't be in this situation. Now, I have a few respecs (gotta love vet rewards) and I was wondering the other day if there is anything I could change in his build to be more effective. Any feedback would be fantastic and greatly appreciated.
1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world
I would be disappointed to see a kin without SB, but as long as he effectively used his other powers I wouldn't complain, though I would certainly miss the crack.
Kin is an extremely flexible build though. I found that on my kin/rad at least I did not have to sacrifice a single power I would want solo by getting all my team oriented powers. I see you have conserve power here. I can't imagine a situation where that would be remotely necessary for a kin. How do you incorporate it into your strategy? I might suggest at least switching it out for Repel, which can help exercise more controlled knockback on demand, and is just fun in general. If you hate repel or just want to rely on /energy for KB, you could perhaps get some small use out of aim.
Also, your use of performance shifter +end proc in transference will actually proc the +end on your enemy, not you. I would recommend frankenslotting transference instead for max recharge/endmod, and healthy acc. You will then have a much more reliable endurance crutch and have to worry even less about CP. You're not really getting anything terribly useful out of the perf shift set bonuses here anyhow.
I find Siphon power to be a great tool for solo kin as well, and I see you have it with only the default slot, and an endred at that. I really think that if you reconfigured transference you wouldn't need endred in anything as a priority, especially since you chose stamina with this build. I would at least shift the extra endredux slot from assault over to siphon power and switch one slot to acc, one to recharge. Perhaps find another one or two slots to trim and shift to siphon for more recharge as well. SP is excellent against tough bosses when solo, as defender damage even when boosted by kin can take a little while to eat through those guys, and you often don't have all the targets to FS off when fighting in such situations.
In my experiences with my endurance heavy Dark/Mace tanker, who has the hole of KB, a Kin is a good choice. I've had several kinetics characters on my team, some with speed boost, some without. The ones without tend to realize my endurance heaviness and uses blue bar heal quite a bit, and that keeps myself just as fueled as speed boost. Which means, I don't really care because that means I get to keep smashing things away still.
I say, as long as you're mindful of your team and are still supporting them, it doesn't matter if you take SB/ID. Or, if you have them you don't necessarily have to always use them. ID for whoever talks alpha strikes or any aggro pulling people who has a chance for stuns or knockback being effected on them. It's just like Clear Mind, you don't have to have it on everyone all the time. Is it helpful? Sure, but not needed constantly.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
I was looking at the build the other day and I wasn't too happy with the Ancillary Pool Powers I picked. Any suggestions on what I should do instead? And I'm also not comfortable with the IO sets I picked. I want to be able to solo a bit or at the very least offer some offensive support to my team. So keeping that in mind, should I change anything. And one last thing. I have been reading a lot of posts about Kins not needing the fitness pool power set due to Transference and siphon speed. Comments???
Thanks
Tony
1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world
I personally have Fitness on my Kins particularly while leveling up (even after gaining Transference) it just makes it smoother and less worrying about endurance management. No worrying about missing the mob or having the mob die on me mid-Transference or any of the numerous things that can happen to prevent you from getting the +end out of it. But I can see it be a choice if there were another pool or powers one wanted to have instead. Ditto for grabbing a travel power vs IR or Siphon Speed.
I played around a bit with your build while trying to avoid relatively major changes overall. Hopefully it gives you some ideas on what you can do differently and tweak it further to taste.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Francis LeBeau (v2.00.i16): Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion -- Theft-Acc/EndRdx/Heal(A), Theft-Heal/Rchg(3), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Nictus-Acc/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(19)
Level 1: Power Bolt -- Apoc-Acc/Rchg(A), Apoc-Acc/Dmg/Rchg(5), Apoc-Dam%(5), Apoc-Dmg/Rchg(9), Apoc-Dmg/EndRdx(34)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(34), Thundr-Dmg/Rchg(43)
Level 4: Energy Torrent -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(11), Posi-Acc/Dmg(11), Posi-Dmg/Rchg(13), Det'tn-Dmg/EndRdx/Rng(29), Posi-Dmg/EndRdx(40)
Level 6: Super Jump -- Zephyr-ResKB(A)
Level 8: Siphon Power -- Acc-I(A), EndRdx-I(46)
Level 10: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(27), Thundr-Dmg/Rchg(37)
Level 12: Siphon Speed -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(17), Numna-Heal(21), Mrcl-Rcvry+(21)
Level 18: Sniper Blast -- Mantic-Dam%(A), Mantic-Dmg/ActRdx/Rchg(23), Mantic-Dmg/EndRdx/Rchg(23), Mantic-Acc/Dmg(25), Mantic-Dmg/EndRdx(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(45)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
Level 28: Tactics -- HO:Cyto(A), HO:Cyto(46)
Level 30: Power Push -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/KB(31), KinCrsh-Acc/KB(33), KinCrsh-Dmg/EndRdx/KB(33)
Level 32: Fulcrum Shift -- Acc-I(A), EndRdx-I(33), RechRdx-I(34)
Level 35: Explosive Blast -- Ragnrk-Knock%(A), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/EndRdx(40)
Level 38: Nova -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40)
Level 41: Power Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(50)
Level 44: Temp Invulnerability -- GA-ResDam(A), GA-3defTpProc(45), S'fstPrt-ResDam/Def+(45)
Level 47: Total Focus -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
I see you gave up Assault for CJ. Any reason in particular? As I do solo quite a bit with him the Assault gives him a slight edge in that aspect as well as a benefit for group play (considering the lack of other team oriented powers). On the same note, Vengeance is another team oriented power that I may or may not need. Now looking at where it ended up it seems like that was just a, "shoot, I don't really have a power that I need so I'll just throw that in" kind of thing?
BTW, I do have a team oriented build complete with SB and ID and Vengeance etc. for when it's requested/required, although I rarely touch it.
1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world
I don't have stamina, but did take swift for the flight speed as I use hover. I use the leadership toggles, and I don't have any end problems at all, unless transference happens to miss, in which case I turn off leadership and pop a couple of blues and go on about it. I also have a build that doesn't feature speed boost, and I've gotten very few real complaints about it. The one time someone did make a fuss, I just went to another team.
I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson
I see you gave up Assault for CJ. Any reason in particular? As I do solo quite a bit with him the Assault gives him a slight edge in that aspect as well as a benefit for group play (considering the lack of other team oriented powers). On the same note, Vengeance is another team oriented power that I may or may not need. Now looking at where it ended up it seems like that was just a, "shoot, I don't really have a power that I need so I'll just throw that in" kind of thing?
BTW, I do have a team oriented build complete with SB and ID and Vengeance etc. for when it's requested/required, although I rarely touch it. |
As for Vengeance it's more a mule for the LotG +7.5% than chosen for its team value. One could swap it out with minimal effect for something else. So while yes it is sort of thrown in there for lack of any thing else I did choose it specifically over several other choices. Just whatever that something else is it has to be effective with just the base slot (or back to the drawing board). IR, ID, Hurdle or Assault would be some other things that could be chosen at 49th as well. IR while an aoe ally effecting power does effect you as well, ID in this case would be to mule a IO of some sort, Hurdle when stacked with CJ in particular is fanatastic mobility around a fight ... and with all the knockback you can create for yourself mobility I'm guessing is a big plus. And Assault works there as well as earlier if you find you aren't reliable capping your damage via FS (plus the rest) and want the boost. Also grabbed Vengeance in part because PBU+Vengeance is nasty for those times you are teamed and running your solo build.
Ok, well take a look at the updated build and let me know what you think.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Francis LeBeau: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion
- (A) Theft of Essence - Accuracy/Endurance/Recharge
- (3) Theft of Essence - Healing/Recharge
- (3) Touch of the Nictus - Accuracy/Endurance/Recharge
- (50) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (50) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (A) Apocalypse - Damage
- (5) Apocalypse - Accuracy/Damage/Recharge
- (5) Apocalypse - Chance of Damage(Negative)
- (9) Apocalypse - Damage/Recharge
- (34) Apocalypse - Damage/Endurance
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (7) Devastation - Accuracy/Damage/Recharge
- (7) Devastation - Accuracy/Damage
- (9) Devastation - Damage/Endurance
- (34) Devastation - Damage/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (11) Positron's Blast - Accuracy/Damage/Endurance
- (11) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Damage/Recharge
- (40) Positron's Blast - Damage/Endurance
- (A) Unbounded Leap - Endurance
- (13) Unbounded Leap - Jumping
- (15) Unbounded Leap - +Stealth
- (A) Endurance Reduction IO
- (50) Accuracy IO
- (A) Devastation - Accuracy/Damage/Recharge
- (15) Devastation - Accuracy/Damage
- (17) Devastation - Damage/Endurance
- (19) Devastation - Damage/Recharge
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Tempered Readiness - Endurance/Recharge/Slow
- (17) Tempered Readiness - Accuracy/Slow
- (45) Tempered Readiness - Accuracy/Endurance
- (A) Run Speed IO
- (19) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (21) Numina's Convalescence - Heal
- (21) Numina's Convalescence - Heal/Endurance
- (23) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Sting of the Manticore - Chance of Damage(Toxic)
- (23) Sting of the Manticore - Damage/Interrupt/Recharge
- (25) Sting of the Manticore - Accuracy/Damage
- (25) Sting of the Manticore - Damage/Endurance
- (37) Sting of the Manticore - Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (27) Performance Shifter - EndMod/Accuracy
- (27) Performance Shifter - EndMod
- (29) Performance Shifter - EndMod/Recharge
- (43) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (29) Performance Shifter - EndMod/Accuracy
- (31) Performance Shifter - EndMod/Accuracy/Recharge
- (31) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - EndMod
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (31) Kinetic Crash - Damage/Knockback
- (33) Kinetic Crash - Accuracy/Knockback
- (33) Kinetic Crash - Damage/Endurance/Knockback
- (A) Accuracy IO
- (33) Endurance Reduction IO
- (34) Recharge Reduction IO
- (A) Ragnarok - Chance for Knockdown
- (36) Ragnarok - Damage
- (36) Ragnarok - Damage/Recharge
- (36) Ragnarok - Accuracy/Damage/Recharge
- (40) Ragnarok - Damage/Endurance
- (A) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Damage
- (39) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Gladiator's Armor - Resistance
- (45) Gladiator's Armor - TP Protection +3% Def (All)
- (45) Gladiator's Armor - Recharge/Resist
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3.94% Defense(Energy)
- 3.94% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 1.5% Enhancement(RunSpeed)
- 6% Enhancement(Heal)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(JumpHeight)
- 51% Enhancement(Accuracy)
- 1.5% Enhancement(JumpSpeed)
- 61.3% Enhancement(RechargeTime)
- 20% FlySpeed
- 198.4 HP (19.5%) HitPoints
- 24% JumpHeight
- 24% JumpSpeed
- Knockback (Mag -6)
- Knockup (Mag -6)
- MezResist(Held) 6.6%
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Stun) 2.2%
- 20.5% (0.34 End/sec) Recovery
- 84% (3.57 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 23% RunSpeed
Set Bonuses:
Theft of Essence
(Transfusion)
- 10% (0.42 HP/sec) Regeneration
(Transfusion)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
(Power Bolt)
- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Power Blast)
- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(Energy Torrent)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Super Jump)
- 4% JumpSpeed, 4% JumpHeight
- 15.3 HP (1.5%) HitPoints
(Power Burst)
- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(Siphon Speed)
- 1.5% (0.03 End/sec) Recovery
- 1.5% Enhancement(Slow)
(Health)
- 12% (0.51 HP/sec) Regeneration
- 19.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Sniper Blast)
- 12% (0.51 HP/sec) Regeneration
- 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
- 3% DamageBuff(All)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Maneuvers)
- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Transference)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Tactics)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
(Power Push)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
(Explosive Blast)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Nova)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Force of Nature)
- 2.5% (0.04 End/sec) Recovery, 2.5% (0.04 End/sec) Recovery (in PvP)
- Knockback Protection (Mag -3), MezResist(Repel) 1000% (10% chance, in PvP)
- 3% Defense(All)
(Power Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
- 2.5% (0.04 End/sec) Recovery
(Vengeance)
- 7.5% Enhancement(RechargeTime)
1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world
I agree with that completely, if it wasnt for having to focus solely and completely on SB and ID when I am using them, say by increasing their duration, I wouldn't be in this situation.
|
And for heaven's sake, don't try to keep ID on everyone all the time. ID is good for waking people up when they're mezzed, or for putting on one or two key squishies in a particularly tough fight. It's not designed as, nor particularly effective as, an all-the time buff.
You are, of course, completely welcome to play a Kinetic any way you like -- including without Speed Boost, even on teams. But why bother? If it's just the "time sink" of playing endurance bar whack-a-mole, just don't play it that way. You can do your team a world of good with your blasts, your debuffs, and SB and ID, without driving yourself insane. Give it a whirl. I hope you enjoy it!
I team with the Repeat Offenders.
I agree with that completely, if it wasnt for having to focus solely and completely on SB and ID when I am using them, say by increasing their duration, I wouldn't be in this situation. Now, I have a few respecs (gotta love vet rewards) and I was wondering the other day if there is anything I could change in his build to be more effective. Any feedback would be fantastic and greatly appreciated.
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You SB the stone tank 24/7, or they tend to cry. Other then him, you can SB at your leasure inbetween battles. Noones going to die because they don't have it. If you notice one or two guys that burn end like it's going out of style, pay special attation to them, but don't get all OCD over it. That's all I do. The stoner, any end whores i see, and everyone eles as we'er running to the next mob. If i miss you, you'll live a few mins until we'er done, and moving again.
As for ID, use it to brake mezzes and that's about it. You try and keep IT on 24/7 and you will go insane.
I think the problem is, your over buffing. Trust me, you can blast like a champ and still use all your key powers. It's really not all that hard.
If you really just can't get into it, maybe its just not your playstyle, in which case, do what you need to to make it fun for you. I won't fault you there.
@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...
Sweetie:
There is nothing wrong with not having Speed Boost and other player only boosters. You play the game to enjot yourself, not to be someone else's bot.
I have a tank, and if I get an SB I am grateful; do I need SB: Absolutely not! I select sufficient attacks to always have something, I also choose wisely those IO sets that boost power recharge and I try to get all 5 Luck of The Gambler 7.5s. So effectively I am not dependent on SB to be functional; I believe having to demand other players to continually serve me with SBs a mark of a poor build.
I also hear the granite form, complaint of too slow movement. If the build would slot a couple of run IOs into swift fromm health pool, one would find the movement issue not so bad, also once again the careful choice of IO sets can go a long way in mitigating this issue as well.
There really is no excuse for a melee player to have to blackmail another kin for personal servitutde and act as a personal buff-bot.
Hugs
Stormy
I have been playing as a Kin/Energy Def for a while now and have so far gotten him up to lvl 41. I currently have 2 builds for him, one for teaming (including Speed Boost, etc.) and one for soloing. Now I can't help but like the solo build better, even when I'm on a team. I know this eliminates the buffs from Kin (which most see as the sole purpose for Defenders) but I still have Transference, Fulcrum Shift, Siphon Speed, Siphon Power, and Transfusion. I will post the build that I have put together (mind you that the IO's aren't set in stone yet) and would greatly appreciate any feedback. Thanks a million.
Feel free to ask any questions re: how I use the build, etc.
Tony
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Francis LeBeau: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion
- (A) Panacea - +Hit Points/Endurance
- (3) Panacea - Hea/Recharge
- (3) Panacea - Heal
Level 1: Power Bolt- (A) Apocalypse - Damage
- (5) Apocalypse - Accuracy/Damage/Recharge
- (5) Apocalypse - Chance of Damage(Negative)
- (9) Apocalypse - Damage/Recharge
- (34) Apocalypse - Damage/Endurance
Level 2: Power Blast- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (7) Devastation - Accuracy/Damage/Recharge
- (7) Devastation - Accuracy/Damage
- (9) Devastation - Damage/Endurance
- (34) Devastation - Damage/Recharge
Level 4: Energy Torrent- (A) Positron's Blast - Chance of Damage(Energy)
- (11) Positron's Blast - Accuracy/Damage/Endurance
- (11) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Damage/Recharge
- (40) Positron's Blast - Damage/Endurance
Level 6: Super Jump- (A) Unbounded Leap - Endurance
- (13) Unbounded Leap - Jumping
- (15) Unbounded Leap - +Stealth
Level 8: Siphon Power- (A) Endurance Reduction IO
Level 10: Power Burst- (A) Devastation - Accuracy/Damage/Recharge
- (15) Devastation - Accuracy/Damage
- (17) Devastation - Damage/Endurance
- (19) Devastation - Damage/Recharge
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
Level 12: Siphon Speed- (A) Tempered Readiness - Endurance/Recharge/Slow
- (17) Tempered Readiness - Accuracy/Slow
- (45) Tempered Readiness - Accuracy/Endurance
Level 14: Swift- (A) Run Speed IO
- (19) Run Speed IO
Level 16: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (21) Numina's Convalescence - Heal
- (21) Numina's Convalescence - Heal/Endurance
- (23) Numina's Convalescence - Heal/Endurance/Recharge
Level 18: Sniper Blast- (A) Sting of the Manticore - Chance of Damage(Toxic)
- (23) Sting of the Manticore - Damage/Interrupt/Recharge
- (25) Sting of the Manticore - Accuracy/Damage
- (25) Sting of the Manticore - Damage/Endurance
- (37) Sting of the Manticore - Damage/Endurance/Recharge
Level 20: Stamina- (A) Performance Shifter - Chance for +End
- (27) Performance Shifter - EndMod/Accuracy
- (27) Performance Shifter - EndMod
- (29) Performance Shifter - EndMod/Recharge
- (43) Performance Shifter - EndMod/Accuracy/Recharge
Level 22: Assault- (A) Endurance Reduction IO
- (43) Endurance Reduction IO
Level 24: Tactics- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff
Level 26: Transference- (A) Performance Shifter - Chance for +End
- (29) Performance Shifter - EndMod/Accuracy
- (31) Performance Shifter - EndMod/Accuracy/Recharge
- (31) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - EndMod
Level 28: Maneuvers- (A) Shield Wall - Defense
- (46) Shield Wall - Defense/Endurance
- (46) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 30: Power Push- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (31) Kinetic Crash - Damage/Knockback
- (33) Kinetic Crash - Accuracy/Knockback
- (33) Kinetic Crash - Damage/Endurance/Knockback
Level 32: Fulcrum Shift- (A) Accuracy IO
- (33) Endurance Reduction IO
- (34) Recharge Reduction IO
Level 35: Explosive Blast- (A) Ragnarok - Chance for Knockdown
- (36) Ragnarok - Damage
- (36) Ragnarok - Damage/Recharge
- (36) Ragnarok - Accuracy/Damage/Recharge
- (40) Ragnarok - Damage/Endurance
Level 38: Nova- (A) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Damage
- (39) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
Level 41: Conserve Power- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
Level 44: Force of Nature- (A) Gladiator's Armor - Resistance
- (45) Gladiator's Armor - TP Protection +3% Def (All)
- (45) Gladiator's Armor - Recharge/Resist
Level 47: Power Build Up- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 49: Total Focus- (A) Crushing Impact - Damage/Endurance
- (50) Crushing Impact - Accuracy/Damage
- (50) Crushing Impact - Damage/Recharge
- (50) Crushing Impact - Accuracy/Damage/Recharge
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Vigilance------------
Set Bonus Totals:
- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3.94% Defense(Energy)
- 3.94% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(JumpHeight)
- 6% Enhancement(Heal)
- 1.5% Enhancement(RunSpeed)
- 1.5% Enhancement(JumpSpeed)
- 38.8% Enhancement(RechargeTime)
- 40% Enhancement(Accuracy)
- 20% FlySpeed
- 221.3 HP (21.8%) HitPoints
- 24% JumpHeight
- 24% JumpSpeed
- Knockback (Mag -6)
- Knockup (Mag -6)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 2.2%
- MezResist(Repel) 3000% (10% chance, in PvP)
- MezResist(Stun) 2.2%
- 23% (0.38 End/sec) Recovery
- 84% (3.57 HP/sec) Regeneration
- 7.08% Resistance(Smashing) (in PvP)
- 4.58% Resistance(Lethal) (in PvP)
- 7.1% Resistance(Fire)
- 7.1% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 23% RunSpeed
------------Set Bonuses:
Panacea
(Transfusion)
- 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
- 10% (0.42 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
Apocalypse(Power Bolt)
- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
Devastation(Power Blast)
- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
Positron's Blast(Energy Torrent)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Unbounded Leap(Super Jump)
- 4% JumpSpeed, 4% JumpHeight
- 15.3 HP (1.5%) HitPoints
Devastation(Power Burst)
- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
Tempered Readiness(Siphon Speed)
- 1.5% (0.03 End/sec) Recovery
- 1.5% Enhancement(Slow)
Numina's Convalescence(Health)
- 12% (0.51 HP/sec) Regeneration
- 19.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
Sting of the Manticore(Sniper Blast)
- 12% (0.51 HP/sec) Regeneration
- 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
- 3% DamageBuff(All)
- 7.5% Enhancement(RechargeTime)
Performance Shifter(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
Gaussian's Synchronized Fire-Control(Tactics)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
Performance Shifter(Transference)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
Shield Wall(Maneuvers)
- 10% (0.42 HP/sec) Regeneration, 2.5% (0.04 End/sec) Recovery (in PvP)
- 22.9 HP (2.25%) HitPoints, MezResist(Repel) 1000% (10% chance, in PvP)
- 3% Resistance(All)
Kinetic Crash(Power Push)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
Ragnarok(Explosive Blast)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Obliteration(Nova)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Gladiator's Armor(Force of Nature)
- 2.5% (0.04 End/sec) Recovery, 2.5% (0.04 End/sec) Recovery (in PvP)
- Knockback Protection (Mag -3), MezResist(Repel) 1000% (10% chance, in PvP)
- 3% Defense(All)
Gaussian's Synchronized Fire-Control(Power Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
Crushing Impact(Total Focus)
1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world