Kinetic Melee synergies with Tanker Primaries
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-To-hit is to +defense as -damage is to +resistance, at least in my way of thinking. One involves reducing the frequency of incoming damage; the other, the amount of damage actually done.
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-Damage, however, can reduce incoming damage past what is reduced by your resistances.
The only time this will matter, though, is when you already have 90% resistance to something and layer the -DMG on top.
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Well to directly leverage the -dmg effect from KM, the two that stand out for me are Ice Armour's Chilling Embrace and Sheild Defense's Against All Odds. IIRC both are autohit, and should let you stack up a decent amount of -dmg, esp on a single target. CE has a -14% dmg effect and AAO has a -7% one, offset by the fact that AAO buffs your own dmg, which synergises nicely with power siphon.
I haven't played the GR Beta, but I'm curious about the experience(s) of those who have.
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First I would say just try it yourself, because whether a power set is fun or not is always in the eye of the beholder.
KMs biggest consistent complaint in c/beta was over the animations, and a lot of players said it basically feels a lot like Dual Pistols with a lot flashy long attacks.
The animations to me are fine, in fact they're very well done, but as a whole Kintic Melee is all show and no pony.
The last character I tested was a 41 sd/km slotted w/ even SO and it was taking three to four attacks to defeat a simple yellow Nemesis lt.
Part of that is because it's single target centric, like EM, so it can feel like you have to flail away for minutes to defeat larger mobs.
Also, KMs one cone does knock back, which pretty much we've all concluded players generally dislike as a form of mitigation.
On the plus side, it offers soft control, debuffs, damage buffs, a special mechanic, and all new animations, but unless you can consistently leverage Power Siphon so the set feels like it has teeth, it plays like a functional, but average Tanker secondary.
After getting the first on hands testing of the set in May, I was disappointed to conclude that the initial criticisms about Kin Melee being very flashy but moderately performing were to some extent true at least as it stands now, and I wont be making one on live as a result, it just lacks pop as is.
But I do believe it will get some type of buff eventually and at that point I'll definitely give it a second look.
Have fun.
I see a lot of people suggesting pairing KM with Shield. My concern with this is Endurance. I generally like keeping to sets with some kind of Endurance recovery power, like Electric Armor's Power Sink or Willpower's Quick Recovery. How do you keep from running yourself dry with a combo like Shields/Kinetic Melee?
I see a lot of people suggesting pairing KM with Shield. My concern with this is Endurance. I generally like keeping to sets with some kind of Endurance recovery power, like Electric Armor's Power Sink or Willpower's Quick Recovery. How do you keep from running yourself dry with a combo like Shields/Kinetic Melee?
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I did play around with a level bumped 41 Kinetic/Shield scrapper in closed beta; I was fairly underwhelmed with it's performance. It was, of course, capable of soloing radio missions at base difficulty but it's very slow. The animations are pretty, but they take all day and the damage is lacking. As things stand now I won't be rolling any flavor of Kinetic Melee on Live... maybe somewhere down the line if it's problems get addressed.
Just for giggles I also rolled up a new BS/Shield during CB for comparison... with that character also level bumped to 41 and also slotted with level 40 SO's I had a basis for comparison. Frankly there wasn't any real contest, the BS/SD plowed through radio missions set to +2/4 faster than the KM/SD ran through 0/0 radio missions... vs the same mobs. I tried Council, Carnies and Nemesis. In all cases the BS/SD was faster than the KM/SD in killing mobs. It was even faster facing +2 mobs than the KM/SD was facing +0 mobs. Both were level 41 slotted with SO's and both had identical power selection and slotting on the Shield half.
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WP/KM is the main one I can think of, and it works well.
I think I'm the only person in the world who actually liked KM though. I didn't really find it significantly slower than the other sets, and your buildup power lasts for almost 30 seconds. However, I also played /psi up to 50 when boxing was a good attack for leveling up, so sometimes I think my views have been permanently skewed by that.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)
I haven't played the GR Beta, but I'm curious about the experience(s) of those who have.
I'm also not asking for Builds, per se ... but more looking along the lines of "this effect in KM synergizes well with this effect in {Primary Set}" sorts of stuff.
There are other examples of this sort of thing in other ATs with particular combos. Dark Melee/Super Reflexes for example, where the ToHit Debuffs complement the Defenses of SR and the Heal Drain of DM makes up for the lack of a heal in SR. That's the sort of thing I'm wondering about in the context of a */KM Tanker.
For instance ... I'm personally wondering about the combo of WP/KM ... where the Damage Debuff directly synergizes with the Regeneration of WP to extend survival.
Can anyone else come up with synergies of Kinetic Melee with Tanker Primaries?