Kin/AR: Red Headed Stepchild?


Biospark

 

Posted

I decided to roll a toon with two powersets I'm familiar with. I've got a fire/kin [not a farmer] and have had four AR blasters.

So, my KinAR totally rocks. Speed boost at 12 and all the AR meat is up front too.

So why are they not represented at all in the forums? is there some horrific lack of synergy I'm going to run into at higher levels?

Other than that, kin/AR seems to rock. I highly reccomend it, even though I totally hate the sound of Burst.


 

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Haven't run that yet , sounds cool though . I have a AR/TA on redside and it's pretty fun to play also .


 

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When you get to fulcrum shift, the kinetic wants everything in nice big piles of doe-eyed targets. Buckshot, M30 grenade and other AR powers have kb that makes that harder to manage, but I am not saying impossible. The good part of the synergy question is there are a lot of AoE/cones in AR that are favorable to the stacking damage buffs.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

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Quote:
Originally Posted by Postagulous View Post
I decided to roll a toon with two powersets I'm familiar with. I've got a fire/kin [not a farmer] and have had four AR blasters.

So, my KinAR totally rocks. Speed boost at 12 and all the AR meat is up front too.

So why are they not represented at all in the forums? is there some horrific lack of synergy I'm going to run into at higher levels?

Other than that, kin/AR seems to rock. I highly reccomend it, even though I totally hate the sound of Burst.
Thought you were saying archery. I guess assault rifle would be cool. I just never really liked the actual powers of assault rifle other than flamethrower and full auto. The kinetics should give those powers some justice though. I always hated the sniper shot because I felt it should be a headshot and critical as opposed to the other "snipes" in sets. It would have made me more likely to pick it with that incentive. Full auto is *almost* enough incentive, but just not quite.


 

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I have a AR/Kin Corruper that's a hover blaster. I love it and it's not all that difficult to manage cones.

Ignite is extra delicious because of FS


 

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I have this build, though I've not really had much in the form of drive to play him. He is currently level 22 or so.

I think it has mostly to do with the fact that me and kinetics don't get along too well.


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

 

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Re: Snipe
I'm not taking it. Plop a range in Bolt and it has the snipe's range without the interrupt. Though there are some good def to be had from snipe IOs. I'm building for speed, so Entropics + and def/something. Or in Burst a heel proc.

Re: Piles of Targets
Ah, there is a lack of synergy. Kin is about closeness. I thought about that with the heal.

Re: Ignite
I wasn't going to take ignite because of the 4' circle. I never take ignite.


 

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You are going to run into some of the same problems that I did with a Kin/Rad. Little to no mitigation...

It will be chaotic and fun to some degree, but likely frustrating unless you have some really good team mates. Also matching Kin with a cone based set can be pretty rough.


 

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Quote:
Originally Posted by Torrynt View Post
You are going to run into some of the same problems that I did with a Kin/Rad. Little to no mitigation...
Plenty of mitigation with Assault Rifle. It's not at all team-friendly mitigation, except for Beanbag (not a power to skip, I find, since I mostly solo), but knockback (ie, Slug, Buckshot, M30 Grenade and Sniper - an excellent lead attack if things are too spread out for Buckshot, M30 or Full Auto) is still damned useful in that respect.


 

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Quote:
Originally Posted by Postagulous View Post
I decided to roll a toon with two powersets I'm familiar with. I've got a fire/kin [not a farmer] and have had four AR blasters.

So, my KinAR totally rocks. Speed boost at 12 and all the AR meat is up front too.

So why are they not represented at all in the forums? is there some horrific lack of synergy I'm going to run into at higher levels?

Other than that, kin/AR seems to rock. I highly reccomend it, even though I totally hate the sound of Burst.

Assault Rifle is kinda new for Defenders would be my guess.

Also Kinetics is a melee range set while AR is alot like Archery to me and best played at range. When I heard we were getting Assault Rifle, the only set that seemed to "conceptually" fit was Forcefields (to me), but I have also considered playing as a Traps/AR defender. Both sound like good "synergy".


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Quote:
Originally Posted by Postagulous View Post
Re: Snipe
I'm not taking it. Plop a range in Bolt and it has the snipe's range without the interrupt. Though there are some good def to be had from snipe IOs. I'm building for speed, so Entropics + and def/something. Or in Burst a heel proc.

Re: Piles of Targets
Ah, there is a lack of synergy. Kin is about closeness. I thought about that with the heal.

Re: Ignite
I wasn't going to take ignite because of the 4' circle. I never take ignite.
not taking Snipe is fine, I dropped it from my build after a while as well

pile of targets - the mobs don't have to be clumped up together to get a good Fulcrum Shift

Ignite - if you go the hover blasting route that I did, simply flying above them while they try to get to you for melee and dropping the Ignite patch works wonders, yes, they do run out of it, but quickly run back in to try and melee you.

There's a little bit of a misconception going on here, though it makes it easier, you don't need to be all up in the enemy's face to get the benefits of Transfusion and Transference. There's a reason to why it has a fairly large radius.

If you're going to go for recharge, don't go with Entropic Chaos...it has 21% Accuracy in the whole set, use Decimations instead.


 

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Quote:
Originally Posted by Mr. DJ View Post
If you're going to go for recharge, don't go with Entropic Chaos...it has 21% Accuracy in the whole set, use Decimations instead.
I get global acc from different IOs. I'd say LotG here, but I'm not sure what defense I have possible besides Weave and Maneuvers. I'll check the Decimaitons, though I think I remember them being pricey. I'm just zapping this off from work before things crank up in seven minutes so I'm not pulling out the Mids.

[Edit: Positron, Crushing Impact and LotG add acc in my build.]

The heal of entropic is significant though. Entropic and the Heel proc should be in Burst, imo.


 

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Entropic Chaos and Decimation are pretty much the exact same set except that decimation is better and more expensive. Decimation is a lot more affordable than it used to be though.

As for the chance to heal, it's not significant at all. The chance of it happening is so low that on a defender it's equivalent to getting back two and a half hit points every time you attack. Pretty useless on a kinetics who can hit themselves with a powerful heal whenever they want.


 

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The main problem with Kin/AR is that Kinetics benefits from being right up close to the action for your 20' buffs, while AR is all about lining up those big, juicy cones from a moderate distance. Bouncing back and forth to line up cones and jump in for heals/buffs can be tiresome. The random knockback on your attacks can also be a bit obnoxious for setting up your kinetics abilities.

Fulcrum Shifted Assault Rifle AoEs are plenty dangerous, it's just a bit more unwieldly than some other combos.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

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Quote:
Originally Posted by Garent View Post
As for the chance to heal, it's not significant at all. The chance of it happening is so low that on a defender it's equivalent to getting back two and a half hit points every time you attack. Pretty useless on a kinetics who can hit themselves with a powerful heal whenever they want.
Ah, that's right about Transfusion. Though the heal is a 20% chance for 5%, if I remember correctly. In Burst it'll go off regularly. And even at 2.5% per attack, that's 10% per four attacks. I don't think it could be categorized as useless, but it does take a slot. And if slots get really tight, it could be removed, but at the cost of the 6.25% global recharge.

I think the bonus on Entropic is better, but I'll look at Mids again to make sure I'm not remembering wrong, and that proc is my friend. Though both have the 6.25 after 5 slotted.


 

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Quote:
Originally Posted by Postagulous View Post
Ah, that's right about Transfusion. Though the heal is a 20% chance for 5%, if I remember correctly. In Burst it'll go off regularly. And even at 2.5% per attack, that's 10% per four attacks. I don't think it could be categorized as useless, but it does take a slot. And if slots get really tight, it could be removed, but at the cost of the 6.25% global recharge.

I think the bonus on Entropic is better, but I'll look at Mids again to make sure I'm not remembering wrong, and that proc is my friend. Though both have the 6.25 after 5 slotted.
It's 10% chance for a 5% heal. And it doesn't average out to 2.5% per attack. You have a heck of a lot more than 100 hit points.

Edit: Okay, it actually averages out to 6.02 HP per attack. Which is still only .5% of your base HP, and not really worth the crummy enhancement values as far as my slots go.


 

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Quote:
Originally Posted by Zandock View Post
It's 10% chance for a 5% heal. And it doesn't average out to 2.5% per attack. You have a heck of a lot more than 100 hit points.

Edit: Okay, it actually averages out to 6.02 HP per attack. Which is still only .5% of your base HP, and not really worth the crummy enhancement values as far as my slots go.
Yeah, the 10% regen for two Entropics is probably more than that.


 

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Quote:
Originally Posted by Garent View Post
it's equivalent to getting back two and a half hit points every time you attack.
I did the math wrong earlier. On a defender, the proc returns 50.85 hit points when it goes off. With a 10% chance to go off, that averages to 5.1 (rounded up) hit points.


 

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Quote:
Originally Posted by Postagulous View Post
I get global acc from different IOs. I'd say LotG here, but I'm not sure what defense I have possible besides Weave and Maneuvers. I'll check the Decimaitons, though I think I remember them being pricey. I'm just zapping this off from work before things crank up in seven minutes so I'm not pulling out the Mids.

[Edit: Positron, Crushing Impact and LotG add acc in my build.]

The heal of entropic is significant though. Entropic and the Heel proc should be in Burst, imo.
overall, Decimations are just simply better, even if they're a bit more expensive, though no where near as bad as they once were, I still find Entropic Chaos to be pretty much garbage, the heal proc is not worth it...not even with a Power Boost effect. EC would be worth it imo if it were a 6 piece set that didn't force me to take the proc so I could get the recharge bonus.


 

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Quote:
Originally Posted by Postagulous View Post
So why are they not represented at all in the forums?
Because this is the Defender board, not the Offender board?

That's all I got.


 

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The redheaded stepchildren of the Defender AT are FF/Elec (yes, you Westley!) or FF/Archery. >_>


Trickshooter's Characters | @Trickshooter @Brightside

 

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I'd say it's trick arrow/electric.