Kinetics Round 2347
I'd go with fire. The faster you can kill stuff, the better off you'd be. For defense you should be focusing on... everything. You need melee to survive the FS attempt, and you need AoE and Ranged to survive when you jump back to fire off your cones.
Kin is not an easy set to get yourself to high levels of damage mitigation. It's basically a kill or be killed playstyle. Based on your questions, I would actually suggest you go with Fire as a primary since you'll be killing things A LOT faster. As far as survivability, Scorpion Shield, and lots of IOs. Manuevers, CJ. Anything that gives you defense. All you really need to survive is the alpha strike. Once you jump in and get your FS off, you can start your AoE death chain.
Another option would be to take the AoE sleep from the defender APP, but that would cost you Scorpion Shield. Up to you.
Now let me make an alternate suggestion. The only reason anyone would choose corr over defender would be either to take a corr exclusive primary, like fire, or to have more damage in your primary. Well I noticed you're also considering dual pistols, which defenders do have access to. Damage is not an issue with Kin, as you'll be running around at the damage cap anyway. At that point, the difference between defender and corr is pretty meaningless.
On top of that, defenders get key Kin/ powers sooner, and have much better numbers on their pool powers, as well as better buff, debuff, heals, etc. I'm sure you're aware of this. Now since we don't have to choose between the Rogue Isles and Paragon, I suggest that you try a defender.
I put together a cost-no-object build for a kin/dp defender. It's pretty expensive, but it may give you some ideas on how to build your own character. It's soft-capped to S/L/E and has 37% ranged defense. 70-something% recharge with no hasten or siphon speed present and I think 56% extra accuracy.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
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Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(13), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(17)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dam%(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(46), RechRdx-I(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Swap Ammo
Level 12: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Bullet Rain -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(17), Posi-Dam%(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(25)
Level 18: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
Level 22: Siphon Power -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
Level 24: Boxing -- Empty(A)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
Level 28: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), GA-3defTpProc(46)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(43), RechRdx-I(43), RechRdx-I(45)
Level 35: Piercing Rounds -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(37)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Scorpion Shield -- HO:Cyto(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Combat Jumping -- HO:Cyto(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Weave -- HO:Cyto(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- HO:Cyto(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Corrs will be doing considerably more damage against certain hard targets at max level due to scourge, so that's something to consider if you plan on trying to solo AVs or something.
A very nice build. Do you think there is an alternate power that you would put in place of Speed Boost that would help more from a solo perspective? maybe say i tactics with 6 slots for the gaussian can take off some heat from the need of such a big accuracy bonus.
Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside
--The fatal flaw in every plan is the assumption that you know more than your enemy.--
That could be a good choice but you'd have to steal slots from somewhere else to get all six slots into Tactics. You could steal a slot from each siphon and one from FS. That could get you six in Tactics for a Guassian's.
How about this? I've tinkered a bit with your build and came up with this.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
qq: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Transfusion -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Numna-Heal/EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx(45)
Level 1: Pistols -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(40)
Level 2: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9)
Level 4: Siphon Power -- RechRdx-I(A), Acc-I(5)
Level 6: Siphon Speed -- RechRdx-I(A), Acc-I(7)
Level 8: Swift -- Run-I(A)
Level 10: Swap Ammo
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Bullet Rain -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(17), Ragnrk-Acc/Rchg(17), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Dmg/Rchg(19)
Level 18: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(46)
Level 20: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(46)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 26: Transference -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(34)
Level 28: Executioner's Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg(34)
Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), GA-3defTpProc(31)
Level 32: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(33), Acc-I(33), Acc-I(33)
Level 35: Piercing Rounds -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(36), Det'tn-Dmg/Rchg(36), Det'tn-Dmg/EndRdx(36), Det'tn-Acc/Dmg(37)
Level 38: Hail of Bullets -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside
--The fatal flaw in every plan is the assumption that you know more than your enemy.--
Looks good. Personally I would never drop Speed Boost, but I team a lot. But it's all about building to your personal preferences. That build should keep you very alive and well. Now all you gotta do is come up with 4 billion influence to pay for it all!
The only reason anyone would choose corr over defender would be either to take a corr exclusive primary, like fire, or to have more damage in your primary. Well I noticed you're also considering dual pistols, which defenders do have access to. Damage is not an issue with Kin, as you'll be running around at the damage cap anyway. At that point, the difference between defender and corr is pretty meaningless.
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From my perspective (with a 50 Kin/Dark Defender, 50 Rad/Kin, Ice/Kin, and Fire/Kin Corrs, and a 38 DP/Kin that I played with during the open beta for Dual Pistols) I'd say go with the Corr, take Scorpion Shield for the defense, and kill them faster. Due to the longer animations and redraw slowing down what you can do, my Fire/Kin Corruptor was more survivable than the DP/Kin due to less dead time, faster reactions, and being able to kill thin the herd much faster.
Part of this is playstyle, though - your mileage may vary.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Evening folks,
I was thinking of possible damage mitigation options on a /kinetic character. Is it possible to grab both Transference and Power Sink to sap heavy damaging enemies? Would it worth it?
Also...Considering either a DP/Kin or a Fire/Kin, which one would be able to survive the most? The one has knockdown effects/slow, while the other has a slow rain power and higher damage.
And lastly, how is it possible to softcap a kineticist? I failed horribly to do so, only going over around 25-35%. Should the softcap be range based, playing between short-medium range or melee based for shorter ranges?
Edit: Let me say that this is purely from a solo perspective. Team based it is just fine.
Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside
--The fatal flaw in every plan is the assumption that you know more than your enemy.--