Kinetic/DP
Power Build Up works well. Then again I have a Pistol/Kin Corr, but the combo is great either way. I don't see a need for any more than one slot in Hurdle or Swift, they could be better placed in your attacks and especially Transference.
Fulcrum Shift should be WAY earlier, right at 32.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
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I totally agree about fulcrum shift. When you hit level 32, it should be a knee jerk reaction to take fulcrum shift. It's the real deal, the game breaker. It's the shiznitz of being a kinetic defender. It turns tanks into scrappers, defenders into blasters, controllers into dominator-level damage.
Power Build Up works well. Then again I have a Pistol/Kin Corr, but the combo is great either way. I don't see a need for any more than one slot in Hurdle or Swift, they could be better placed in your attacks and especially Transference.
Fulcrum Shift should be WAY earlier, right at 32. |
Your general slotting (in my opinion) is to jack up the accuracies and recharge so the siphons, your fulcrum, and transference are up ASAP. The really good thing about Hail of bullets is no end crash. It works fantastic on a defender.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
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Well mostly I'm currently a little more focused on being an Offender rather than a Defender. For some reason I tend to have a hard time finding parties regardless of what I am.
I totally agree about fulcrum shift. When you hit level 32, it should be a knee jerk reaction to take fulcrum shift. It's the real deal, the game breaker. It's the shiznitz of being a kinetic defender. It turns tanks into scrappers, defenders into blasters, controllers into dominator-level damage.
Your general slotting (in my opinion) is to jack up the accuracies and recharge so the siphons, your fulcrum, and transference are up ASAP. The really good thing about Hail of bullets is no end crash. It works fantastic on a defender. |
Fulcrum shift will probably move down to 32, especially since 3 powers I chose before it will become inherent. I'll make some adjustments.
EDIT: Adjustments made.
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You're on the right track.
Well mostly I'm currently a little more focused on being an Offender rather than a Defender. For some reason I tend to have a hard time finding parties regardless of what I am.
Fulcrum shift will probably move down to 32, especially since 3 powers I chose before it will become inherent. I'll make some adjustments. EDIT: Adjustments made. |
Unless you're slotting for slows, Here's all you need for Siphon Speed/Damage:
3 slots. 1 Acc, 2 Rech.
You can take those extra slots in both and move them into Piercing Rounds, and a third slot in Stamina. Personally, if you have SJ you don't need Hurdle or Inertial Reduction. Two generic Jump IO's in SJ will put you at the speed/height cap, IIRC. Swap out Inertial Reduction for Increase Density; teams will thank you, especially tank types and squishies.
You can keep Hurdle, but I recommend Assault with one EndRdx. Also you've way overslotted Combat Jumping. Most you need is 3, and that's if you're slotting uniques.
Also, same thing with Health: Doesn't need more than one slot unless you decide to use it for more Unique IO's. More slots in Transference will be good.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Quote:
The steps to making your self a good kinetic offender will carry over to help teams you might get unless you totally skip speed boost.
Well mostly I'm currently a little more focused on being an Offender rather than a Defender. For some reason I tend to have a hard time finding parties regardless of what I am.
Fulcrum shift will probably move down to 32, especially since 3 powers I chose before it will become inherent. I'll make some adjustments. EDIT: Adjustments made. |
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
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The problem seems to be there are very few people looking for members/teams in the going rogue content.
The steps to making your self a good kinetic offender will carry over to help teams you might get unless you totally skip speed boost.
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You're on the right track.
Unless you're slotting for slows, Here's all you need for Siphon Speed/Damage: 3 slots. 1 Acc, 2 Rech. You can take those extra slots in both and move them into Piercing Rounds, and a third slot in Stamina. Personally, if you have SJ you don't need Hurdle or Inertial Reduction. Two generic Jump IO's in SJ will put you at the speed/height cap, IIRC. Swap out Inertial Reduction for Increase Density; teams will thank you, especially tank types and squishies. You can keep Hurdle, but I recommend Assault with one EndRdx. Also you've way overslotted Combat Jumping. Most you need is 3, and that's if you're slotting uniques. Also, same thing with Health: Doesn't need more than one slot unless you decide to use it for more Unique IO's. More slots in Transference will be good. |
Combat Jumping I'm using more for the defense bonuses than jumping. So I'm slotting with something like 2-3 defense bonuses and 1-2 end reductions. Reason being is that I'm probably going to be in melee more than optimal ranged distance.
One of my goals is to never have to take a break from shooting my guns, and figure out the smooth combos. Of course I that won't prevent me from using kinetic powers as needed. So I figure I'm going to be running very quickly out of end, and want to make sure I do everything I can to prevent that.
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It's weird, isn't it?
The problem seems to be there are very few people looking for members/teams in the going rogue content.
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Some powers are currently chosen as place holders. Everything fitness is suppose to go inherent And frankly I've got no idea what I should take. Since I have a healing power, I'll probably drop that extra slot on health, and pick up that density thing instead of the jump thing.
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Combat Jumping I'm using more for the defense bonuses than jumping. So I'm slotting with something like 2-3 defense bonuses and 1-2 end reductions. Reason being is that I'm probably going to be in melee more than optimal ranged distance.
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One of my goals is to never have to take a break from shooting my guns, and figure out the smooth combos. Of course I that won't prevent me from using kinetic powers as needed. So I figure I'm going to be running very quickly out of end, and want to make sure I do everything I can to prevent that.
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I get home at 4:30PM PST, and if you want I'll spin you up a build.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
That would be lovely. Cause not only have I not played for a few months, but I was always villain side.. (I once tried to make a sniper character.. as per my outdated sig says)
And yeah, I find it weird. Cause when I can play, no one is looking for groups. When I can't play for very long, everyone suddenly wants groups.
I'm still working on it, and I yes, i know the fitness pool is said to become inherent for 19. Just put it in there for slots right now and also cause I don't know what else to put in there.
I haven't played for about 4 issues so I don't know slots at all.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion -- Empty(A), Empty(9), Empty(36), Empty(37), Empty(37), Empty(37)
Level 1: Pistols -- Empty(A), Empty(3), Empty(3), Empty(34), Empty(34), Empty(34)
Level 2: Dual Wield -- Empty(A), Empty(5), Empty(5), Empty(31), Empty(33), Empty(33)
Level 4: Empty Clips -- Empty(A), Empty(7), Empty(7), Empty(19), Empty(25), Empty(31)
Level 6: Combat Jumping -- Empty(A), Empty(9), Empty(15), Empty(43)
Level 8: Siphon Power -- Empty(A), Empty(11), Empty(11), Empty(25), Empty(43)
Level 10: Swap Ammo
Level 12: Siphon Speed -- Empty(A), Empty(13), Empty(13), Empty(46)
Level 14: Super Jump -- Empty(A), Empty(15)
Level 16: Bullet Rain -- Empty(A), Empty(17), Empty(17), Empty(39), Empty(40), Empty(40)
Level 18: Inertial Reduction -- Empty(A), Empty(19), Empty(31), Empty(46)
Level 20: Suppressive Fire -- Empty(A), Empty(21), Empty(21), Empty(48)
Level 22: Acrobatics -- Empty(A), Empty(23), Empty(23)
Level 24: Speed Boost -- Empty(A), Empty(45), Empty(48)
Level 26: Transference -- Empty(A), Empty(27), Empty(27)
Level 28: Executioner's Shot -- Empty(A), Empty(29), Empty(29), Empty(46)
Level 30: Swift -- Empty(A)
Level 32: Fulcrum Shift -- Empty(A), Empty(33), Empty(36), Empty(43)
Level 35: Piercing Rounds -- Empty(A), Empty(36), Empty(50)
Level 38: Hail of Bullets -- Empty(A), Empty(39), Empty(39), Empty(40), Empty(42), Empty(42)
Level 41: Health -- Empty(A), Empty(42)
Level 44: Conserve Power -- Empty(A), Empty(45), Empty(45)
Level 47: Stamina -- Empty(A), Empty(48)
Level 49: Temp Invulnerability -- Empty(A), Empty(50), Empty(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
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 10: Chemical Ammunition