Question about Kinetic Melee and Electric Armor
i made a kinetic melee brute and i even deleted my other toon for it, kinetic melee is suppose to lower the enemies damage but the debuff is so small i only shave off only 1 hit of damage, and what if i dont want power siphon, thats not fair that all other powersets debuff doesnt need a build up power to work well, and even then at least they have debuffing enchanments to make it stronger, and kinetic melee doesnt, there are so many disadvantages to this kinetic melee and i really dont care about how the powers look like but just how they function
i made a kinetic melee brute and i even deleted my other toon for it, kinetic melee is suppose to lower the enemies damage but the debuff is so small i only shave off only 1 hit of damage, and what if i dont want power siphon, thats not fair that all other powersets debuff doesnt need a build up power to work well, and even then at least they have debuffing enchanments to make it stronger, and kinetic melee doesnt, there are so many disadvantages to this kinetic melee and i really dont care about how the powers look like but just how they function
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Killjoy - AR/Kin Cor | Grimwind - Dark/Cold Corr
Fallowlord - Plant/Ice Dom | Game Warden - TA/A Def
Thought Police - Mind/Psi Dom | Gammarauder - Rad/Traps
Also, I believe the km -dam effect is tagged as unresistable, which makes it actually useful in all situations, even against AV's, unlike, say, DM's -tohit. Other than that, power siphon is kind of the central theme of the set...
To the OP's question, in regards to /electric, I never take Grounded, but always take everything else. Grounded's energy resistance is usually superfluous, and it's negative resistance is really small (and yes I know the set generally has little negative resistance). I always replace it with Combat Jumping, which: covers the immobilization protection of Grounded; can be slotted with a kb protection IO, all I find necessary for general pve; can be slotted with an LotG +rech IO; and gives a small amount of defense to everything, which helps more, IMO, than the energy and neg resistance of Grounded.
The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
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i made a kinetic melee brute and i even deleted my other toon for it, kinetic melee is suppose to lower the enemies damage but the debuff is so small i only shave off only 1 hit of damage, and what if i dont want power siphon, thats not fair that all other powersets debuff doesnt need a build up power to work well, and even then at least they have debuffing enchanments to make it stronger, and kinetic melee doesnt, there are so many disadvantages to this kinetic melee and i really dont care about how the powers look like but just how they function
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Also, I believe the km -dam effect is tagged as unresistable, which makes it actually useful in all situations, even against AV's, unlike, say, DM's -tohit. Other than that, power siphon is kind of the central theme of the set...
To the OP's question, in regards to /electric, I never take Grounded, but always take everything else. Grounded's energy resistance is usually superfluous, and it's negative resistance is really small (and yes I know the set generally has little negative resistance). I always replace it with Combat Jumping, which: covers the immobilization protection of Grounded; can be slotted with a kb protection IO, all I find necessary for general pve; can be slotted with an LotG +rech IO; and gives a small amount of defense to everything, which helps more, IMO, than the energy and neg resistance of Grounded. |
But no one has enough experience with Kinetic to be able to say which powers are completely useless in that powerset yet? Surely someone must have run a toon or two to 50 in the beta?
General consensus of the boards: Repulsing Torrent is useless, and Quick Strike has poor DPA, though Bruising makes it good on a Tanker. The other seven powers are all nice, to varying degrees.
And, of course, Grounded is still a decent power if you can't afford a Karma -KB, and makes a decent set mule for something like the Steadfast 3% Def, Aegis Psi Def, or even a Steadfast -KB.
Repulsing Torrent is skippable, I think Focused Shot could be skipped too, unless it's Focus (claws) level good.
In elec armor you of course want your three shields, grounded for KB/Immob protection, lightning reflexes because who doesn't like faster recharge and movement speed, the heal for obvious reasons, and that's as far as I've gotten with elec armor so far.
Theres a debate over whether KM does its -damage all the time or only under the effects of siphon power. Speaking of siphon power: GET IT! It is your best friend. Aside from that, Quick Strike knocks down, so you can find a cheap KB +chance for smashing damage IO to put in there to help make up for it's lack of damage.
Characters!:
Pinny - Scrapper
Shadewing - Defender
@Pinny
Repulsing Torrent is skippable, I think Focused Shot could be skipped too, unless it's Focus (claws) level good.
In elec armor you of course want your three shields, grounded for KB/Immob protection, lightning reflexes because who doesn't like faster recharge and movement speed, the heal for obvious reasons, and that's as far as I've gotten with elec armor so far. Theres a debate over whether KM does its -damage all the time or only under the effects of siphon power. Speaking of siphon power: GET IT! It is your best friend. Aside from that, Quick Strike knocks down, so you can find a cheap KB +chance for smashing damage IO to put in there to help make up for it's lack of damage. |
There isn't a 'debate' whether it does its -dmg all the time or not. There's fact that it does, and uninformed people that say it doesn't because of how it's listed in the power stats, most likely. But there's no debate there.
Of any attack, I'd skip Quick Strike, Repulsing Torrent and Confront. It just ends up not doing enough damage to keep in your attack chain when you end up taking so many other attacks from the set.
General consensus of the boards: Repulsing Torrent is useless, and Quick Strike has poor DPA, though Bruising makes it good on a Tanker. The other seven powers are all nice, to varying degrees.
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BB>SB>QS>BB>SB>CS (9.6sec)
Recharge needed: 95% from enhancements, 70% from Hasten and 40% from set bonuses.
which should be pushing numbers in the fire melee range depending on your siphon stacking.
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Alright I have a lvl 15 Kin/Elec scrapper who I intend to play as my new main, but I can only find topics about how good or bad kin and elec are, none about which powers should actually be chosen, and which should be skipped.
It seems to me that all the powers from Elec Armor should probably be taken (maybe?), and I have no clue about Kin. So far I only have a handful of attacks, and they seem to have varying uses, but what will I need at lvl 50? Surely I only need 4-5 attacks? So which ones should I chose?