Kin/Elec/Psy support character


Black_Mute

 

Posted

Just hit 50 on this defender and have designed this builld for teaming in PvE. Any ideas on how to improve it? I chose the /Psy epic btw because I know there's alot of Psi mobs in the CoP;as well as, the hold is alot better than Telsa Cage.


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Sgt. Sapper: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Rchg(3), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/EndRdx/Heal/HP/Regen(5)
Level 1: Charged Bolts -- Apoc-Dmg/EndRdx(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dam%(9), GJ-Dam%(46)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Ball Lightning -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Knock%(13), Posi-Dam%(48)
Level 6: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl-Acc/EndRdx(46), P'ngTtl--Rchg%(48)
Level 8: Increase Density -- S'fstPrt-ResKB(A)
Level 10: Short Circuit -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(15), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(17), Armgdn-Dam%(17), EndMod-I(43)
Level 12: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc(27), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33)
Level 14: Swift -- Flight-I(A)
Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(19), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-Rchg(21), Rec'dRet-Pcptn(50)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40)
Level 22: Inertial Reduction -- Zephyr-ResKB(A)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(45)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(29), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc(31), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(33), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(34)
Level 30: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(36), HO:Membr(36), HO:Membr(39), HO:Membr(43)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(36), RechRdx-I(37), RechRdx-I(37)
Level 35: Voltaic Sentinel -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(37), S'bndAl-Acc/Dmg/Rchg(39), S'bndAl-Build%(39)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(48)
Level 41: Dominate -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-Dam%(43)
Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run



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Posted

I'm sorry you didn't get any responses to this as I have a kin/elec as well and I'm trying to figure out what to do with her. She is stuck in her 30s and although she is "ok" she does not shine. I'd originally planned to be a -end style build but it's never worked well and she has always been very weak.

How is this build working out for you?


 

Posted

I took a Kin/Elec to 50 and found him to be the most successful sapper I've played (until maybe my current Elec/Elec Dom).
It still wasn't a patch on Controller-level control, and was a high risk high reward playstyle, but Kinetics will always be that way. (And End Drain in Electrical Blast is broken IMO)

Solo it was sap the boss (or biggest threat) at range with Transference, fire of Short Circuit as the spawn get close enough and hope Transfusion keeps you alive until SC recharges.
In a team, it was make sure aggro is established, and drop into a more support/buff-oriented role.

I'd definitely grab Tesla Cage AND Dominate. Two holds are great when facing an ugly boss or two leiutenants/Sappers/whatever.


Beyond that, there is Plan B - build for defence.
With Siphon Speed, you have unsuppressed combat speed, so you can generally act like a Superspeedster and kite to avoid melee attacks. Ranged defence is pretty easy to build for, since Defenders get top-level bonuses from the power pools.

You need:
Tough (with Steadfast IO) + Weave (slotted with Red Fortune) = 11%
Combat Jumping of Hover = 2.5% (I prefer CJ for immobilise protection, its important with a enemy-based heal)
Manouvers (slotted with RF) = 5.5%

For 19% Defence vs all.
The two Red Fortunes, and two Thunderstrikes in CB and LB make that 31.5% vs Ranged attacks. (Same as a SR Scrapper on IOs, 1 small purple from the cap)
Add in Blood Mandate in Voltaic Sentinel and 5 pieces of Aegis in Tough and you have 35% vs Ranged, 27.5% vs AoE, easily enough to get by on if you act like the Flash or Quicksilver and keep moving.
Another Thunderstrike somewhere (eg Dominate) gives you yet another 3.75% vs Ranged, you choose how far you want to push it.

I've never tried a high-defence Kineticist before, but it looks good on paper. Give it a go, its a fairly cheap build. I'd love to hear if it improves your experience, somnambulist.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
I took a Kin/Elec to 50 and found him to be the most successful sapper I've played (until maybe my current Elec/Elec Dom).
It still wasn't a patch on Controller-level control, and was a high risk high reward playstyle, but Kinetics will always be that way. (And End Drain in Electrical Blast is broken IMO)

Solo it was sap the boss (or biggest threat) at range with Transference, fire of Short Circuit as the spawn get close enough and hope Transfusion keeps you alive until SC recharges.
In a team, it was make sure aggro is established, and drop into a more support/buff-oriented role.

I'd definitely grab Tesla Cage AND Dominate. Two holds are great when facing an ugly boss or two leiutenants/Sappers/whatever.


Beyond that, there is Plan B - build for defence.
With Siphon Speed, you have unsuppressed combat speed, so you can generally act like a Superspeedster and kite to avoid melee attacks. Ranged defence is pretty easy to build for, since Defenders get top-level bonuses from the power pools.

You need:
Tough (with Steadfast IO) + Weave (slotted with Red Fortune) = 11%
Combat Jumping of Hover = 2.5% (I prefer CJ for immobilise protection, its important with a enemy-based heal)
Manouvers (slotted with RF) = 5.5%

For 19% Defence vs all.
The two Red Fortunes, and two Thunderstrikes in CB and LB make that 31.5% vs Ranged attacks. (Same as a SR Scrapper on IOs, 1 small purple from the cap)
Add in Blood Mandate in Voltaic Sentinel and 5 pieces of Aegis in Tough and you have 35% vs Ranged, 27.5% vs AoE, easily enough to get by on if you act like the Flash or Quicksilver and keep moving.
Another Thunderstrike somewhere (eg Dominate) gives you yet another 3.75% vs Ranged, you choose how far you want to push it.

I've never tried a high-defence Kineticist before, but it looks good on paper. Give it a go, its a fairly cheap build. I'd love to hear if it improves your experience, somnambulist.
Thanks for your advice here and in the other thread. 19% Defence would be a tremendous help for my build and I'll see what I can do it achieve it. I'm only level 34 atm so I have a few more powers to add to the build or by another respec. I'll see what I can do to get some DEF into the build.


 

Posted

Your tactics with Invoke Panic from the other thread could be replaced with Mass Hypnosis when you get that from the Psi pool - the Kinetics powers that don't alert a feared target also won't wake a sleeping one.

So maybe when you hit 41 you could maybe do a respec that swaps Fighting for the Presence pool and uses Mass Hypnosis?


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Your tactics with Invoke Panic from the other thread could be replaced with Mass Hypnosis when you get that from the Psi pool - the Kinetics powers that don't alert a feared target also won't wake a sleeping one.

So maybe when you hit 41 you could maybe do a respec that swaps Fighting for the Presence pool and uses Mass Hypnosis?
That sounds perfect for me. Trade 3 pool power for one mastery power? Sign me up!