Question about Kinetic Melee and Electric Armor


AnElfCalledMack

 

Posted

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?


 

Posted

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


 

Posted

Quote:
Originally Posted by PoisonHeart View Post
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 suppose everyone is entitled to their opinions, but you've got some factual problems here as well. The -DAM debuff is active whether or not you have PS up. And while the debuff is admittedly small, it ramps up later in the game once you have your other defenses slotted. KM seems heavily weighted towards single-target performance (although damage fields while under a 5 stack of PS buffs should be putting the hurt on minions), so if you are standing in the middle of a group that's all pounding on you, I suppose that could sting a bit depending on your secondary.


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Posted

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.


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Posted

Quote:
Originally Posted by PoisonHeart View Post
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
Why on earth would you not want power siphon? It is your build up. Extra damage is extra damage.


 

Posted

Quote:
Originally Posted by Microcosm View Post
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.
Ok great. Thanks for the reply Mircocosm. Everyone else seems to be turning this thread into what I was trying to avoid... A discussion about whether or not Kinetic melee is good. I already have the character, so gonna stick with it. All I wanted to know was which powers to skip, and which are needed. I thought grounded would be good, so thanks for you alternate solution there.

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?


 

Posted

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.


 

Posted

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.


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Posted

Quote:
Originally Posted by Pinny View Post
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.
I wouldn't say Focused Shot is skippable--it isn't quite as good as Focus from Claws, but it's still a respectable attack to have in your chain.

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.


 

Posted

Quote:
Originally Posted by AnElfCalledMack View Post
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.
Number crunching min-maxers on the scrapper boards say quick strike is part of your top DPS attack string:

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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