Combat Jumping or Maneuvers?
The other thing to keep in mind is that Maneuvers has a much higher endurance cost than Combat Jumping. Assuming you can manage that I'd lean towards Maneuvers just because it benefits your team as well as you.
I'd choose Combat Jumping for a Kinetics character.
The extra defence from Manouvers won't make a big difference to you or your team.
The immobilise protection could save you if you get immobilised without an enemy next to you to heal off. Positioning yourself is also important for a number of other powers like Hot Feet and Cinders.
Here's how I would do it:
Would the extra defence from manuevers over Combat Jumping get me over 33% (where one small purple would softcap me), or let me hit the softcap of 45%? If the answer is yes then I'd take Manuevers. If not, I'd definitely go with CJ. Immobilization protection, some defence, and vertical movement for virtually no End cost. Yum.
Also, on a Kinetics character Endurance really shouldn't be a problem after you get Transference. I wouldn't let the End cost of a power be the reason of why I chose one power over the other in this case.
Also, Cinders = win. Despite the big recharge time on it, it's a pretty damn good power.
P.S: Have you considered slotting Brawl instead of Kick/Punch? I do that on some of my toons when I need extra powers for Kinetic Combats.
@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor
Here is the build I've been looking at. I have my current build very close to this. Note that I already have all the enhancements slotted short of the ones in Cinders which I will have to buy but I have 500mil set aside for that.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyro Kineticor: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Ring of Fire
- (A) Enfeebled Operation - Accuracy/Immobilize
- (3) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (3) Enfeebled Operation - Accuracy/Endurance
- (5) Enfeebled Operation - Endurance/Immobilize
- (17) Enfeebled Operation - Accuracy/Recharge
- (34) Enfeebled Operation - Immobilize/Range
- (A) Touch of the Nictus - Accuracy/Endurance/Recharge
- (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (37) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (39) Touch of the Nictus - Accuracy/Healing
- (A) Enfeebled Operation - Accuracy/Immobilize
- (5) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (7) Enfeebled Operation - Accuracy/Endurance
- (7) Enfeebled Operation - Endurance/Immobilize
- (11) Enfeebled Operation - Accuracy/Recharge
- (29) Enfeebled Operation - Immobilize/Range
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (27) HamiO:Enzyme Exposure
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) HamiO:Nucleolus Exposure
- (13) HamiO:Nucleolus Exposure
- (15) HamiO:Nucleolus Exposure
- (15) HamiO:Microfilament Exposure
- (36) HamiO:Microfilament Exposure
- (39) HamiO:Microfilament Exposure
- (A) Absolute Amazement - Endurance/Stun
- (19) Absolute Amazement - Stun
- (19) Absolute Amazement - Stun/Recharge
- (21) Absolute Amazement - Accuracy/Stun/Recharge
- (21) Absolute Amazement - Accuracy/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (34) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Endurance
- (29) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) HamiO:Enzyme Exposure
- (34) HamiO:Enzyme Exposure
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (27) Miracle - +Recovery
- (A) Endurance Modification IO
- (40) Endurance Modification IO
- (40) Performance Shifter - Chance for +End
- (A) Unbreakable Constraint - Endurance/Hold
- (31) Unbreakable Constraint - Hold
- (40) Unbreakable Constraint - Hold/Recharge
- (43) Unbreakable Constraint - Accuracy/Hold/Recharge
- (43) Unbreakable Constraint - Accuracy/Recharge
- (A) Soulbound Allegiance - Damage/Endurance
- (33) Soulbound Allegiance - Damage/Recharge
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge
- (33) Soulbound Allegiance - Accuracy/Recharge
- (A) Performance Shifter - EndMod/Accuracy
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (42) Performance Shifter - Accuracy/Recharge
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Ragnarok - Damage/Endurance
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Accuracy/Damage/Recharge
- (43) Ragnarok - Accuracy/Recharge
- (45) Ragnarok - Damage
- (A) Reactive Armor - Endurance
- (45) Reactive Armor - Resistance
- (45) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (46) Steadfast Protection - Knockback Protection
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Apocalypse - Damage/Endurance
- (48) Apocalypse - Damage
- (48) Apocalypse - Damage/Recharge
- (50) Apocalypse - Accuracy/Recharge
- (50) Apocalypse - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (13) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 6: Ninja Run
------------
Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 18.6% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 62.5% Enhancement(RechargeTime)
- 54% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 6% Enhancement(Immobilize)
- 5% FlySpeed
- 145 HP (14.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 10.5%
- 16% (0.27 End/sec) Recovery
- 32% (1.36 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 3.75% Resistance(Negative)
- 5% RunSpeed
never get powers that benefit your team...ever!!! Build solo and beg other people to tp you around so you dont need a travel power and only team with kins who put Sb on you so you dont need stamina.
Of course if people would just pick up the leadership powers and marginally slot them (mostly endurance) you could take on significantly harder challenges or steam roll faster for the measley cost of staying in LOS of most everyone and within 30' of the team (mids says 60' so from lead member to rearguard not being over 60')..
nah, beg for tp's
Sometimes a non-immobilised Kineticist is much more valuable to the team than 4% Defence, Captain.
I would want to keep Combat Jumping.
I have a couple questions.
Why not switch Ring of Fire to Char and go with 6 neuronic shutdowns? Sure, you'll lose some S/L defense, but not all, since Neuronic Shutdown provides a little.
Also, why the Fire epic? Concept? If you are building a farming build at the expense of all else, and if S/L defense is the main goal, it just seems that you'd be better off with the Earth epic. The rock armor is ugly, but it will put you WAY over the S/L cap. Maybe you don't like Fissure? Since I'm always in the middle of my opponents, its short range is fine, and I love the extra mitigation from the stun. You may already have the apocalypse IOs, so while I'd prefer seismic smash as my single target epic attack, you could go for Hurl Boulder and keep the apoc ranged IOs you already may have.
Basically, the Earth epic is great. Going for it will let you take a lot of the slots back that you spent on Boxing and whatnot.
Lewis
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I am contemplating using a respec and changing out a few powers on my fire/kin/fire.
With the build I have now I am at 39.1% defense to S/L, I have combat jumping 2 slotted with a LOTG and Enzyme HO and kick 4 slotted with kinetic combat for the S/L defense bonus.
I'm thinking about removing kick and going with Cinders, and possibly replacing combat jumping with maneuvers.
combat jumping provides 3.34% defense for maneuvers 4.18% defense (when the powers are slotted the way I plan).
Basically I am dropping kick which is 4 slotted with kinetic combat for the 3.75% defense bonus for Cinders and thinking about also changing the 2 powers above. Is the small gain in defense worth the loss of immob protection?
With the changes I'll be sitting at 35.4% Defense to S/L but I will have Cinders to mitigate assuming I dont change out combat jumping.
Any ideas or suggestions?