?/Kinetics Scrapper
I'm about to be very rude here.
The best thing to do is to go find another game to play.
You just described what many of us refer to as the controller from hell.
No, that's one of the greatest strengths of this game; it offers tremendous freedom to customize our characters and play them however we wish, even in ways that are unorthodox.
I thank you for your response, but it was not the kind I'm looking for.
Here's one to get you started, I didn't make it but I saved it from a month or 2 back. And I never played it in game. It's S/L defense capped, and the lack of damage in powers like hot feet is made up by being at/near the damage cap with FS.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Delta Thermal: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Rchg/Hold(19), BasGaze-Acc/Rchg(19)
Level 1: Transfusion -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(15), Acc-I(17)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Immob/Rng(3), Enf'dOp-Acc/Rchg(5), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Immob/Rchg(7)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 8: Hot Feet -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/EndRdx(9), CtlSpd-Dmg/Slow(9), CtlSpd-Acc/Slow(11), CtlSpd-Rng/Slow(11), EndRdx-I(13)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow(A), CtlSpd-Acc/EndRdx(40), CtlSpd-EndRdx/Rchg/Slow(43), CtlSpd-Rng/Slow(46), RechRdx-I(48)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(34), Numna-Heal(37), Heal-I(40)
Level 16: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Rchg/Hold(23), BasGaze-Acc/Rchg(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Boxing -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Dmg/EndRdx/Rchg(50), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Acc/Dmg(50)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(29), ResDam-I(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Fire Imps -- C'Arms-+Def(Pets)(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Dmg/EndRdx(33)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(42), Stpfy-Acc/EndRdx(42), Stpfy-EndRdx/Stun(42), Stpfy-Acc/Rchg(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Acc-I(46), RechRdx-I(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), DefBuff-I(48)
Level 49: Super Speed -- Run-I(A)
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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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Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 5% Defense
- 14.1% Defense(Smashing)
- 14.1% Defense(Lethal)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 9.38% Defense(Melee)
- 2.5% Defense(Ranged)
- 72.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 4% Enhancement(RunSpeed)
- 6% Enhancement(Stun)
- 3% Enhancement(Immobilize)
- 4% Enhancement(JumpHeight)
- 4% Enhancement(FlySpeed)
- 4% Enhancement(JumpSpeed)
- 5% FlySpeed
- 106.8 HP (10.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 7.7%
- MezResist(Terrorized) 2.2%
- 14.5% (0.24 End/sec) Recovery
- 52% (2.21 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
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I was just about to say what Arc showed, if u wana bash faces then pick up Stone mastery that's about as close to that as u can get.
I've got an Ill/Kin/Stone that plays and survives in melee - it's a relatively cheap build that allows me to solo +2 x8 without inspirations apart from the odd Breakfree
If I spent a bit more cash I'm sure I could up the rep a bit more.
Basically I use the pets including perma PA to pull the aggro while I deal the damage using the Stone Epic.
I play permenantly stealthed using Group Invis - this reduces my threat level.
Transfusion heals for over 400 HP every few seconds
Fulcram Shift takes me to the damage cap
Siphon Speed, gives an extra 60% global recharge.
Damage is dealt in melee through Fissure and Seismic Smash.
Illusion has no reliable way to set up containment, the stun in Fissure does this.
It's a frenetic build and plays more like a Brutetroller as you race from mob to mob trying to maintain the damage cap.
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 would go with Mind Control on the primary. With a long duration sleep and a hold, you can totally control enemy groups of three or less even in the low levels. Holding one and immobilizing two others is the best most control primaries can do in the early levels. Additionally Mind Control doesn't get a pet, which would undermine your scrapping in the higher levels. Since you will be scrapping, you won't have as much trouble with robots and other psi-resistors.
I know I'm not following the rules you laid out, but I'm not good at playing by the rules. Here are some other suggestions:
Have you tried a dominator? What you describe fits dominators better than controllers. The new Earth Assault secondary is melee oriented and has a much more satisfying smash effect than Boxing or Air Superiority.
Are you set on Kinetics? Other secondaries might suit the style of play better. Force Fields or Sonic Defense provide mezz protection with their area effect bubbles. Radiation's Accelerate Metabolism will help complete your attack chain, Siphon Speed wears off too fast and uses too much endurance in comparison.
The easiest answer is fire/kin/fire or stone or psi
Other options: plant/kin, mind/kin, ill/kin, mind/ff, plant/ff, ill/rad, plant/rad, fire/rad, fire/cold....fire with most secondaries actually. /storm is also nice paired with fire, earth, Ill or plant.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I want to make a Kinetics Controller that plays like a Scrapper, a Contrapper mayhaps.
Basically, I want to use the primary to set up Containment, and then run into melee and bash faces with pool powers and brawl. I'm aware that the character is likely to be sub-optimal, and I'm OK with that. It will mainly be for soloing, as in groups I can just focus on the secondary and my teammates will all be like "I can haz SB nao?" So here are my questions. What primary do you all think would be best for something like this? And what would be the best things to prioritize in slotting? I'm thinking I should probably go for defense since I'll be a squishy that likes to be in melee range and damage because, well, I'll be using pool powers and brawl. :P Thanks for any input! |
/Kin is designed to be played in close or melee range.
Stone Epic gives you a melee attack and a short ranged AoE.
You'll want to focus on defense, probably Smash/Lethal since the Stone Epic lends itself well to that.
Pick up the pool attack from your chosen travel power(s) or take and slot up the attacks from the fighting pool, proc out brawl, and go to town.
I'd also reccomend using your alt build. Set one up for melee soloing and the other for teaming.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Thanks for all the advice, everyone. Fire/Kin/Stone it is!
I'm about to be very rude here.
The best thing to do is to go find another game to play. You just described what many of us refer to as the controller from hell. |
There're a lot of builds that fare well up close. Kinetics and Radiation both give you good reasons to do so, and in terms of team defense, so do Sonic and Forcefield (with their dispersion bubbles). But Kinetics is the strongest of the in-your-face secondaries, so you're right on, there.
There are two primaries that give you good reason to get up in somebody's face. Fire and Ice, with hotfeet and Arctic Air, respectively, plus their AOE Immobs. Fire will give you more damage from the pool itself, Ice will give you a bunch of defense. (The confusion at max duration, plus the -recharge, plus the afraid + moveslow on those the immob misses, are a LOT of mitigation, and up perpetually once you can afford the end.)
Fire/Kin is a classic power build. Ice/Kin is heaps of fun, and nicely balanced especially for big team play. If you plan to solo (which, the game being what it is, tends to be pretty disappointing), I'd go with fire. If you plan to team at least intermittently, I'd flip a coin or go with concept.
Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters
You know what I find bizarre? That people accuse me of giving THIS kind of advice all the time and I never come within a million miles of it. Iknowist is expressing a view common among people who have first-glance ideas about what controllers are supposed to be but who've never really played them.
There're a lot of builds that fare well up close. Kinetics and Radiation both give you good reasons to do so, and in terms of team defense, so do Sonic and Forcefield (with their dispersion bubbles). But Kinetics is the strongest of the in-your-face secondaries, so you're right on, there. There are two primaries that give you good reason to get up in somebody's face. Fire and Ice, with hotfeet and Arctic Air, respectively, plus their AOE Immobs. Fire will give you more damage from the pool itself, Ice will give you a bunch of defense. (The confusion at max duration, plus the -recharge, plus the afraid + moveslow on those the immob misses, are a LOT of mitigation, and up perpetually once you can afford the end.) Fire/Kin is a classic power build. Ice/Kin is heaps of fun, and nicely balanced especially for big team play. If you plan to solo (which, the game being what it is, tends to be pretty disappointing), I'd go with fire. If you plan to team at least intermittently, I'd flip a coin or go with concept. |
Caveat: I don't think the pool powers will take advantage of Containment. You may alrweady know this, but all the talk about "set up containment and bash with pool attacks" implies you might have the wrong impression.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I didn't know that and was very dissappointed. Power Pools are weak enough to begin with and a melee attack, so they are two pronged not that great. You'd think they would reward a fairly defenseless class for going into melee.
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.
I'm actually quite curious if a pool-and-epics-attack kinetics controller (with fulcrum shift) does more damage, or a (perma)-dom.
Anyone want to do an analysis? I hope this doesn't start off a firestorm.
"Honesty is for the most part less profitable than dishonesty." -- Plato
Playing Gods (51106) - Heroic Lvl 5-20
What Rough Beast (255143) - Villainous Lvl 40-50
I want to make a Kinetics Controller that plays like a Scrapper, a Contrapper mayhaps.
Basically, I want to use the primary to set up Containment, and then run into melee and bash faces with pool powers and brawl. I'm aware that the character is likely to be sub-optimal, and I'm OK with that. It will mainly be for soloing, as in groups I can just focus on the secondary and my teammates will all be like "I can haz SB nao?"
So here are my questions. What primary do you all think would be best for something like this?
And what would be the best things to prioritize in slotting? I'm thinking I should probably go for defense since I'll be a squishy that likes to be in melee range and damage because, well, I'll be using pool powers and brawl. :P
Thanks for any input!