My Kin/NRG Build, any advice?


Garent

 

Posted

This is my build so far below, any advice on changing power selections or moving some around? Any Advice on great IO's to place in powers? I would like to advance my character.

First thing first. I love criticism, and suggestions, but Speed, Concealment, Teleport, and Leadership Pools are my choice. Any suggestions within this would be accepted, but I don't want to change these out. I prefer Electricity Mastery, but if you think that there is a better option for keeping me alive (which is what I use it for mostly.) then all the better.

I think I am putting too much endurance on my build but I don't know. I don't know much about maxing out potential, and I haven't slotted out many 50's and mostly for fun, not effectiveness.

For my First Build I want to stick to this as much as possible. For my second build, I want to be more offensive, something to use for badge collecting (taking down baddies, and surviving damage at foremost.) First build should be somewhat similar, as I am capable with this build, and I know it is a useful buffing build. Not sure about Inertial Reduction, and not sure about Increase Density, but other than that I like it. Second Build is way more flexible, only the pool power choices really need remain.

Anyways, this is my first build suggestion post, and hopefully you guys can really helpme with this.

To recap:
Build 1: Mostly for buffing and debuffing, being a general team player.
Build 2: Soloing and badge hunting, damage preferred.
(Also don't want to take out my winters gift as I would like to cap all my speeds if possible. This character is a speed freak, that is part of his M.O.)

Edit* (Oops, I forgot to post my build. Boy do I feel dumb.)


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Mark Urial: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(7), Nictus-%Dam(9)
Level 1: Power Bolt -- Empty(A)
Level 2: Siphon Power -- Empty(A), Empty(5), Empty(5)
Level 4: Energy Torrent -- Empty(A), Empty(43), Empty(46)
Level 6: Hasten -- Empty(A), Empty(9), Empty(11)
Level 8: Increase Density -- Empty(A)
Level 10: Stealth -- Empty(A), Empty(43), Empty(43)
Level 12: Speed Boost -- Empty(A), Empty(15), Empty(17), Empty(36), Empty(37), Empty(37)
Level 14: Grant Invisibility -- Empty(A), Empty(17), Empty(19)
Level 16: Sniper Blast -- Empty(A), Empty(31), Empty(31), Empty(34), Empty(36), Empty(36)
Level 18: Inertial Reduction -- Empty(A)
Level 20: Teleport -- Empty(A), Empty(21), Empty(21)
Level 22: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(23), Winter-RunSpd/Jump/Fly/Rng/EndRdx(23), Clrty-EndRdx(40), Clrty-RunSpd(40), Clrty-Stlth(42)
Level 24: Maneuvers -- Empty(A), Empty(25), Empty(25)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(31)
Level 28: Invisibility -- Empty(A)
Level 30: Recall Friend -- Empty(A)
Level 32: Fulcrum Shift -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 35: Assault -- Empty(A), Empty(39), Empty(40)
Level 38: Nova -- Empty(A), Empty(39), Empty(39)
Level 41: Electric Fence -- Empty(A), Empty(42), Empty(42)
Level 44: Charged Armor -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Power Sink -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Shocking Bolt -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Empty(A), Empty(13), Empty(15)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(11), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(37)


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Ok, a couple things. I'm not sure how you got teleport before you took recall friend, but do you need 2 travel powers? recall friend is a good team power and all especially for someone who can stealth. with your concealment pool, if you are gonna keep grant invis, take out stealth and instead put in a Celerity-Stealth IO into superspeed, that way when you are using superspeed you are already PVE invis. With that you can also skip invisibility since it wont be necessary with superspeed/celerity-stealth. I would definitely take siphon speed as it increases your recharge bonus, and you want to have as high a recharge as possible in order to keep your kin powers firing.

On a side note, I'm not sure how commited you are to NRG as a secondary but if you are thinking about a more team oriented toon you may want to consider electric blast instead, not only does it have no knockback components, which make teams a lil miffy, and also combines really well with kinetics for endurance draining. If you go with elec blast i would recommend taking shocking bolt first in your epic pool so you can combine tesla cage and shocking bolt so you can do 2 hit holds on bosses. If you are sure you wanna go with NRG instead thats cool, just a recommendation. Also note energy torrent has a pretty high knockback effect to it so use it for self defense only when melee mobs rush up on you. Otherwise you might be scattering mobs that have been gathered by your tanks or scrappers.


 

Posted

Quote:
Originally Posted by Griff Mender View Post
Ok, a couple things. I'm not sure how you got teleport before you took recall friend, but do you need 2 travel powers? recall friend is a good team power and all especially for someone who can stealth. with your concealment pool, if you are gonna keep grant invis, take out stealth and instead put in a Celerity-Stealth IO into superspeed, that way when you are using superspeed you are already PVE invis. With that you can also skip invisibility since it wont be necessary with superspeed/celerity-stealth. I would definitely take siphon speed as it increases your recharge bonus, and you want to have as high a recharge as possible in order to keep your kin powers firing.
The Recall Friend/Teleport thing is a glitch, and they are supposed to be reversed, thanks for catching that. As for 2 Travel powers, it seems redundant, but Teleport is for my vertical transportation, and SS is for otherwise. I wasn't set on TP, but I am set on Recall friend.

I am taking Concealment pool for both it's solo capabilities so I can stealth missions and for the assistance of my allies by granting +def. I might just take your advice on that Celerity-Stealth IO though. I just don't know what power I would put in Stealth's place. And wouldn't my stealth drop to 30 or so if I was in a PVP zone? I would also like to have a little bit of Stealth capability in those zones.

I have considered the possibility of placing Siphon Speed in my build for that very reason, but with Hasten it seemed redundant. I could be wrong though so it needs further consideration. I just didn't see a reason to have Hasten and SS, and then have a power that grant's basically the same benefits. Hmm. Will think on this.
Quote:
Originally Posted by Griff Mender View Post
On a side note, I'm not sure how commited you are to NRG as a secondary but if you are thinking about a more team oriented toon you may want to consider electric blast instead, not only does it have no knockback components, which make teams a lil miffy, and also combines really well with kinetics for endurance draining. If you go with elec blast i would recommend taking shocking bolt first in your epic pool so you can combine tesla cage and shocking bolt so you can do 2 hit holds on bosses. If you are sure you wanna go with NRG instead thats cool, just a recommendation. Also note energy torrent has a pretty high knockback effect to it so use it for self defense only when melee mobs rush up on you. Otherwise you might be scattering mobs that have been gathered by your tanks or scrappers.
I have my character to 50 already, and am just trying to rebuild him again. I am set on the NRG anyways though because it just fits him. It's odd really. I didn't like the KB for awhile but used correctly it isn't half bad. I agree with the idea of Electric Blast, but alas it is too late. The KB is the reason I have abandoned most of the powers in my secondary. My secondary effects in a team are minimal, and this allows me a little more focus into my primaries, while using my epic pool to bolster some lost attack/control. My second build (the solo build) is going to use a few more powers from secondary, because a few from primary won't see much use alone, and I would need a little more damage to sustain solo'able damage so that my progress doesn't stop at a standstill.

For Energy Torrent I mostly use it to bounce mobs who have been herded by a tank or scrap already, and slam them into a corner, it usually keeps them off their feet a little bit longer than even KD would do.

Thanks for your constructive criticism of my build Griff, updated build to show fixed TP/Recall below.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Mark Urial: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(7), Nictus-%Dam(9)
Level 1: Power Bolt -- Empty(A)
Level 2: Siphon Power -- Empty(A), Empty(5), Empty(5)
Level 4: Energy Torrent -- Empty(A), Empty(43), Empty(46)
Level 6: Hasten -- Empty(A), Empty(9), Empty(11)
Level 8: Increase Density -- Empty(A)
Level 10: Stealth -- Empty(A), Empty(43), Empty(43)
Level 12: Speed Boost -- Empty(A), Empty(15), Empty(17), Empty(36), Empty(37), Empty(37)
Level 14: Grant Invisibility -- Empty(A), Empty(17), Empty(19)
Level 16: Sniper Blast -- Empty(A), Empty(31), Empty(31), Empty(34), Empty(36), Empty(36)
Level 18: Recall Friend -- Empty(A)
Level 20: Teleport -- Empty(A), Empty(21), Empty(21)
Level 22: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(23), Winter-RunSpd/Jump/Fly/Rng/EndRdx(23), Clrty-EndRdx(40), Clrty-RunSpd(40), Clrty-Stlth(42)
Level 24: Maneuvers -- Empty(A), Empty(25), Empty(25)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(31)
Level 28: Invisibility -- Empty(A)
Level 30: Inertial Reduction -- Empty(A)
Level 32: Fulcrum Shift -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 35: Assault -- Empty(A), Empty(39), Empty(40)
Level 38: Nova -- Empty(A), Empty(39), Empty(39)
Level 41: Electric Fence -- Empty(A), Empty(42), Empty(42)
Level 44: Charged Armor -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Power Sink -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Shocking Bolt -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Empty(A), Empty(13), Empty(15)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(11), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(37)


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Quote:
Originally Posted by MarkUrial View Post
Teleport is for my vertical transportation, and SS is for otherwise. I wasn't set on TP, but I am set on Recall friend.
And wouldn't my stealth drop to 30 or so if I was in a PVP zone? I would also like to have a little bit of Stealth capability in those zones.

I have considered the possibility of placing Siphon Speed in my build for that very reason, but with Hasten it seemed redundant. I could be wrong though so it needs further consideration. I just didn't see a reason to have Hasten and SS, and then have a power that grant's basically the same benefits. Hmm. Will think on this.
Ok , So I'm all for cutting out powers that arent necessary and so that's why im offering up some suggestions on this. If you are going for superspeed and just need TP for vertical, my suggestion is getting a jetpack from shadowshard for vertical and saving a power slot. Relatively cheap and saves a power slot. I totally agree on keeping recall friend. Being able to stealth TP missions is a great asset to a team especially on low lvl TFs. As far as keeping stealth over just using Celerity/superspeed for invis, most PVPers are going to see you anyway. Many of them are keeping an eye out for those darn shark stalkers nowadays that unless you are at the stealth cap you are going to be seen.
As far as siphon speed goes, while hasten is a good thing more recharge is never a bad thing. You will be able to fire off your heals faster, use fulcrums shift more, blast more. And keep in mind its a debuff to the mob too. It's a win/win. Since you may be considering dropping stealth or tp or any other power out of the build, you may wanna consider adding siphon speed. I think I respecced my kin/elec/elec like 5 times before I found a comfortable fit and I know what it feels like to have all those options in front of you. So good luck with whatever you choose on your kin, either way you are going to have a fun time


 

Posted

Quote:
Originally Posted by Griff Mender View Post
Ok , So I'm all for cutting out powers that arent necessary and so that's why im offering up some suggestions on this. If you are going for superspeed and just need TP for vertical, my suggestion is getting a jetpack from shadowshard for vertical and saving a power slot. Relatively cheap and saves a power slot. I totally agree on keeping recall friend. Being able to stealth TP missions is a great asset to a team especially on low lvl TFs. As far as keeping stealth over just using Celerity/superspeed for invis, most PVPers are going to see you anyway. Many of them are keeping an eye out for those darn shark stalkers nowadays that unless you are at the stealth cap you are going to be seen.
As far as siphon speed goes, while hasten is a good thing more recharge is never a bad thing. You will be able to fire off your heals faster, use fulcrums shift more, blast more. And keep in mind its a debuff to the mob too. It's a win/win. Since you may be considering dropping stealth or tp or any other power out of the build, you may wanna consider adding siphon speed. I think I respecced my kin/elec/elec like 5 times before I found a comfortable fit and I know what it feels like to have all those options in front of you. So good luck with whatever you choose on your kin, either way you are going to have a fun time
I was thinking you might misunderstand my thoughts on the subject, but you continue to help me in this matter, thanks for that. As for the jetpack, does that two hours of flight last longer than it sounds? Cause to my knowledge, you can't have more than one at a time. (Yes?) 10,000 isn't too bad I suppose, even though I am trying to save up. I guess with hurdle on then my height jumps won't be too bad. I just don't have the inf to respec, buy enhances, then change my mind about it later, what with most of my hancies costing so much. Also I still have the invent badges to get as this is my badger.

I am not too worried about PVP stealth and if your info is correct then I don't really care too much at all as I am going to be seen most likely.I just don't want to be an easy target, I don't plan to do too much fighting in PVP as I rarely enter these zones. I just want to get all the badges associated with each one and that can take some time. Does the SS+IO work against regular enemies in PVP zones? I don't know alot about stealth (Which I think is apparent lol)

Siphon Speed. Is it a mob debuff? I was under the impression it was a single-target debuff, if it affects mobs, than it would be of more use. I just find that I never have the personal time to sb, then siphon speed, then heal, then transference, then etc... I am not too quick on the power selection so I was looking for more aoe style help, stuff that is either always on or relatively infrequent of use. As it is, stealthing friends and then sbing them then ID can get tough. I am not refuting your information, just asking for clarifications as Kin seems to be something you are familiar with. (After making him I often wished I had made him a Kin/Elec, but it didn't seem his style and this was before you could change the appearance of powers.) So, Hasten and Siphon Speed sounds like a good idea for the buff/debuff action going on, and seems to be a fairly slot light choice so I am liking it.

Thanks again. (This is my fourth major respec, though I had a few minor ones, like respeccing out of the first and last Speed pool powers. What was I thinking? )


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Always glad to help, I spent entirely too much time respeccing my kin so I know how frustrating it gets.
1) You'd be suprised how long jetpack lasts for. If you use superspeed for your primary travel power (which is perfectly viable for blueside, red not so much.), then you are only using the jetpack for vertical movement and only for very short spans of time (less than a couple mins tops really) and that can stretch out a while. Plus getting a new one when it wears off is easy and relatively cheap). An alternative is, if you have a free power pick after adapting your build, is to take Inertial Reduction. It gives you superjump in one power pick and serves very well as a travel power. Saves you a pool too. (a plus note is that when xmas comes along it helps you on the ski slopes a ton to get that badge)

2) You wont have to worry about mobs in pvp zones with superspeed+celerity:stealth, and if you are heading in there to get the exploration badges, try at an odd hour where there wont be as many aggressive pvpers. If you dont get too close to them and are moving fast enough you can probly slip past and get them. (Side note: I went in with an Ill/Rad controller with superior invis during peak hours and they saw me, and commenced to farm me. I didnt complain tho since I was in a pvp zone and there are great big red letters telling me the moment I came in that they were going to do that. However the comments about what my mother does with farm animals didnt help me mood) So for badging you can do it. Make sure to know where the badges are before heading in to minimize time in the zone.

3) Siphon speed isn't an area of effect debuff, just single target, but still worth it. If you are occupied with your many other powers during combat, it isnt a high priority to fire it off but during hard targets such as AVs or GMs and whatnot you are going to be doing a kinetics debuff chain. Slipping the siphon speed into the chain is easy and only serves to increase the speed of your debuff chain. Debuffing an AVs speed may not seem worthwhile but if it allows you to get your transfusion firing faster and faster after each application of siphon speed its worth it.
Firing off transfusion, siphon power, siphon speed, run up close to hit fulcrum shift despite the fact that its just one enemy (the little boost to damage still helps and if you are up close with the melee team you are giving them more) transferance to keep the melee team filled is a solid chain for AVs/GMs.


 

Posted

Haven't been ignoring your post Btw, just reading it over and reanalyzing my build. I take alot of time on these things, and I think I only have 2-3 days till the next freespec.

You mentioned taking out stealth. Just wondering, did you recommend taking out invisibility as well? I originally intended both powers to be useful for stealthing missions, but if SS+Celerity is good enough to stealth most missions... didn't think either power would be necessary at that point.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Here is my new build after taking your advice into account. Any suggestions?

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Mark Urial: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(7), Nictus-%Dam(9)
Level 1: Power Bolt -- Empty(A)
Level 2: Siphon Power -- Empty(A), Empty(5), Empty(5)
Level 4: Energy Torrent -- Empty(A), Empty(43), Empty(46)
Level 6: Hasten -- Empty(A), Empty(9), Empty(11)
Level 8: Increase Density -- Empty(A)
Level 10: Siphon Speed -- Empty(A), Empty(21), Empty(43)
Level 12: Speed Boost -- Empty(A), Empty(15), Empty(17), Empty(36), Empty(37), Empty(37)
Level 14: Grant Invisibility -- Empty(A), Empty(17), Empty(19)
Level 16: Sniper Blast -- Empty(A), Empty(31), Empty(31), Empty(34), Empty(36), Empty(36)
Level 18: Recall Friend -- Empty(A)
Level 20: Aim -- Empty(A)
Level 22: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(23), Winter-RunSpd/Jump/Fly/Rng/EndRdx(23), Clrty-EndRdx(40), Clrty-RunSpd(40), Clrty-Stlth(42)
Level 24: Maneuvers -- Empty(A), Empty(25), Empty(25)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(31)
Level 28: Tactics -- Empty(A), Empty(43)
Level 30: Inertial Reduction -- Empty(A)
Level 32: Fulcrum Shift -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 35: Assault -- Empty(A), Empty(39), Empty(40)
Level 38: Nova -- Empty(A), Empty(39), Empty(39)
Level 41: Electric Fence -- Empty(A), Empty(42), Empty(42)
Level 44: Charged Armor -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Power Sink -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Shocking Bolt -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Empty(A), Empty(13), Empty(15)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(11), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(19), P'Shift-EndMod(21), P'Shift-Acc/Rchg(37)


**If using this code below, I have modified my Mids to allow for inherent stamina, keep that in mind.**

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Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

I'm just going to offer some random thoughts here... Keep in mind, this is all entirely personal preference. Your mileage may vary, etc, etc. These are just based on how *I* roll my Kins (and Defenders in general, to an extent).

First, contrary to popular belief, Stealth powers are rather unnecessary for stealthing missions, in many cases (note: I did NOT say ALL cases. There are times when it is the only viable option). For a Defender, it's not *that* hard to drop any aggro you might have picked up recently (particularly for a Kin, with Siphon Speed), and take out a minion or two that you couldn't lose. Popping a purple or two takes care of the rest. That said, Grant Invisibility can come in handy, and you could theoretically keep Stealth for the defense bonus itself, regardless of the stealth part of the power. In the end, I would keep the pool, myself, though I wouldn't take Invisibility.

Next, (again, this is all personal opinion. I know you said you wanted to keep the pools, but...) lose Super Speed. You are a Kin, you have Siphon Speed for a reason. It is available at level 6 for a reason, and should be taken at level 6. You should not need a travel power, ESPECIALLY if you have Ninja Run. If your main purpose with your most recently posted build is team buffing, lose Hasten as well. You don't need it. This frees up a power pool, allowing you to take Hover for a fair amount of defense (as far as Defenders go) for those moments when the fecal matter collides with the oscillator, while giving you the vertical movement you need (to turn the dreaded knockback into helpful knockdown), allowing you to drop both Teleport (the power, not the pool. Keep Recall Friend. It is your friend) and Inertial Reduction (unless you want to keep IR as a team buff, which is a valid reason, in my opinion). This frees up 3 (or 4, depending on IR) powers so far (ignoring the Stealth pool comments). Take Vengeance for one of them. No matter how awesome you are at healing and buffing, someone WILL die eventually. You might as well use their corpse to make sure nobody else does, since you don't have a rez.

Swap Energy Torrent for.... Power Burst, I think it is? The next single-target attack... Energy Torrent is a KB monster, and doesn't really do enough damage to justify it.

Use some of the slots you would save by not taking Super Speed for Tactics. 6 slots of Gaussians is more than worth it, in my opinion.

Lose 3 slots from Charged Armor. It's only S/L/E Resistance. A Steadfast +Res/Def for one, take your pick for the other two would be a better use of slots. Lose 3 slots from Fulcrum Shift as well. I usually 3 slot it with two Accuracy and one Recharge IO's. You could also lose one (if not two) slots from Siphon Power as well. One Accuracy and (if you keep one slot) one Recharge is fine. I would also lose the two extra slots in Assault. You can only slot it for Endurance Reduction and Recharge, one Endurance Reduction IO should be fine.

At this point, you should have quite a few unused slots. Personally, I would use most of them for your attacks, as everything else is fairly well slotted at this point. You can either slot with Kinetic Crash (Or is it Force Feedback?), a fairly cheap set that will give you 7.5% Recharge per set, if you feel you need the recharge. Or, I recommend Entropic Chaos, Thunderstrike, and Decimation (I think that's the one?), in that order. Three sets of Entropic Chaos give you a very nice bonus.

On the note of the Winter's Gift (and this is also related to the Super Speed part above)... With a single Siphon Speed, plus Swift and Sprint (with a basic run speed IO in Swift/Sprint, plus various set bonuses you'll get along the way), your run speed should already be capped (beyond the cap, actually...). Use the influence (and slots) on other IO's.

On more detailed notes of slotting... Personal opinion, but I would slot Transfusion as follows: Doctored Wounds:Recharge, Doctored Wounds:Heal, Doctored Wounds:Heal/Recharge, Touch of the Nictus:Accuracy/Heal, and two more Touch of the Nictus that give Accuracy.

As far as epic pools, I'm a fan of Dark, but that's just preference. Having Soul Transfer is nice for my playstyle when I'm in buffbot mode. (Auto-follow on the tank, spam buffs. Throw out an attack when you can. Speed Boost, Increase Density, and Grant Invisibility alone will take up a majority of your time, then add in Siphon Power, Fulcrum Shift, Transfusion, Transference... You'll be busy enough without worrying about running around. lol) That said, Electric is a good choice as well. If I remember correctly, Power Sink has a much faster recharge than Dark Consumption, and the Immobilize/Hold powers can be useful as well.

I don't have Mids right now, or I would just run a quick build, so what I'm saying makes a bit more sense... :/

On a random note, the Teleport/Recall Friend is not a glitch, it's a valid choice... Provided you have the City Traveler badge (veteran badge) which allows you to choose a travel power at level 6, without choosing another power from the pool first, of course.

It is now past 6AM, and I can no longer keep my thoughts straight, so I will stop here... I may post a build later when I get Mids back, so things might make a bit more sense.


 

Posted

Quote:
Originally Posted by MarkUrial View Post
Haven't been ignoring your post Btw, just reading it over and reanalyzing my build. I take alot of time on these things, and I think I only have 2-3 days till the next freespec.

You mentioned taking out stealth. Just wondering, did you recommend taking out invisibility as well? I originally intended both powers to be useful for stealthing missions, but if SS+Celerity is good enough to stealth most missions... didn't think either power would be necessary at that point.
Yeah, take out invisibility. With SS+Celerity you already have enough stealth for PVE. I saw your new build and had a few more thoughts (thanks for being so receptive to suggestions btw )

grant invis doesnt need 3 slots (unless you are slotting for defense boost? its cheap endurance wise and recharges fast) in your superspeed you can drop the non stealth celerity IOs since they dont help you any. the set bonus from celerity is pretty lame 2.2% immobilize durations which you dont do much of and 1.5% health increase which is minimal. so keep the stealth proc in celerity but save yourself 2 slots in superspeed by taking out the other 2 celerity IOs.
Aim is underslotted, Aim is very useful for a kinetics defender since you need to hit for your powers to work. So you could take 2 slots from your grant invis and 2 slots from your superspeed and put those into aim giving you 5 slots in aim. With that you could take 5 slots of Adjusted Targeting (pretty cheap last time i checked) for a 9% global accuracy boost and 5% moar recharge.
also you have 3 slots in assault. You can't really slot assault very well so just keeping one slot and putting in a end reduction IO is fine, you can them move those slots over to your tactics instead for either a set bonus or just to hit buffs. If you can get another 2 slots somewhere you can pull the adjusted targeting trick for more accuracy and moar recharge. personally i think you should move shocking bolt up sooner in your build as you will get more use out of it than you will power sink. Since an energy build isnt prime for sapping you wont be running power sink in a sapping chain like a kin/elec/elec would so you can move that power later. the shocking bolt slotted for accuracy and hold will help with problem mobs like malta sappers and such.
That's all I can think of at the moment. I hope you are having fun on your Kin. Its a great defender set to play.


 

Posted

Haven't forgotten the thread, but haven't had time to test it. I am running my builds on test and I agree with some of what has been said but don't with others. I have a peculiar way of playing that makes some of this not fit. Will respond when possible, thanks guys.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Old Mid's but still works.

Here's a build that should accomplish everything you could ever need in a Kin/Energy. This build is about 650-700 Million influence, though the huge majority of that it is in LotG 7.5%s and Obliteration-5. Run tips for those. Also, you get 10 free slots. For whatever.

With this as a starting point your character will be pretty much awesome. I'd recommend Spirit Alpha because all the other ones pretty much suck for Kinetics.

This has about a 16 second cycle time on fulcrum shift and permahasten with softcap S/L defense.

At this point in the character I have no idea what else to add. You don't need slots in anything else at all and the main limit is power choices. You could maybe add a Force Feedback proc into explosive blast if you want to get just obscene levels of recharge I suppose. Or just use them to slot exotic damage defenses. Up to you.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Siphon Power -- Acc-I(A), Acc-I(17)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), Decim-Build%(15)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 4: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(7)
Level 6: Siphon Speed -- Acc-I(A), Acc-I(46), RechRdx-I(48), RechRdx-I(48)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(9)
Level 10: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(31)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(17)
Level 18: Kick -- Acc-I(A)
Level 20: Tough -- EndRdx-I(A)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(25)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36)
Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(39)
Level 38: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-Def/Rchg(43), RedFtn-EndRdx(43)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 6.13% Defense(Smashing)
  • 6.13% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.44% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 9% Max End
  • 77.5% Enhancement(RechargeTime)
  • 45% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 5% FlySpeed
  • 95.4 HP (9.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 10.5%
  • MezResist(Stun) 2.2%
  • 20% Perception
  • 8% (0.13 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 1.58% Resistance(Toxic)
  • 1.58% Resistance(Psionic)
  • 5% RunSpeed


 

Posted

one point in reply to the previous post. spiritual will be nice and all but also consider nerve. the accuracy boost will help out with the kin powers since kin buffs require hitting the mob to work


 

Posted

Quote:
Originally Posted by Griff Mender View Post
one point in reply to the previous post. spiritual will be nice and all but also consider nerve. the accuracy boost will help out with the kin powers since kin buffs require hitting the mob to work
I can't possibly imagine needing more accuracy then what that build gives. I run a similar build on a Corruptor that doesn't even have tactics and on the new TFs it's still fine.

The global accuracy bonuses are crazy and slotting the Kismet to hit buff is a huge boost right there.


 

Posted

I checked the build out. All of the kinetic powers will be at the final to-hit cap against +4s. Most of the energy blasts are at 93% except for explosive blast which is at 87%. That's all without tactics; turning on tactics makes everything hit the 95% cap. You could actually drop the kinetic powers from two accuracy to just one and still be way over 95% against +4 enemies.

Should probably drop aim though. It doesn't add anything, and energy torrent would be nice.


 

Posted

Quote:
Originally Posted by Savos View Post
Old Mid's but still works.
Here's a build that should accomplish everything you could ever need in a Kin/Energy. This build is about 650-700 Million influence, though the huge majority of that it is in LotG 7.5%s and Obliteration-5. Run tips for those. Also, you get 10 free slots. For whatever. [/list]
Is this mostly for soloing? I noticed you took out the Concealment and Teleportation pool I had in there for keeping people alive. The Grant Invisiblity power has proven very useful and I don't plan on dropping it. As for recall friend, it's great for those, oops I messed up, where are you so I can give you a wakey moments. You also added more damage. I like that, and yet, when I am in team build, I don't have alot of time to do damage, I am usually hitting my buffs left and right, so that is why I have only chosen a small amount of attacks.

I like this build you've given me, and might use it as my "Solo" build, with a power or two dropped as they become completely unnecessary in solo builds. Speed Boost for one.

I haven't messed with the Fighting Pool much, as I usually am support and assumed it was mostly for being up in the fight.

I didn't go with Super Jump, because I have Innertial Reduction, which grants it to those around me, and myself when necessary. It comes back fast enough without any slots in it, so I am happy there.

I don't have Ninja Leap, I don't know why it showed up in my Mids lists, but I don't have that pack. Otherwise I would have thought of removing it and SS altogether.

I have thought of dropping Tactics, as it doesn't seem to really help too often, I rarely miss without it, and mostly just notice the fact that my end is lower. The resists to statuses are nice, but I haven't really seen them in action either.

Anyways, I have taken all these posts from you guys, and I will think about them more. (This is all my Opinions on things and I am not meaning to argue.)
I suppose I should have better mentioned my goal with build 1 though. I don't care about damage, and Prefer to have knockback where possible, as it helps me rush in and knock people away from my buddies and myself. It's not as good as knockdown I know, but it's better than nothing. I also like how Energy Torrent has a cone effect and can hit multiple targets, knocking them all back, and damaging them all as well.

I have a tendency to use Grant Invisibility, Speed Boost, and Increase Density on most toons, leaving out GI for tanks and/or scrappers depending on our intent. So I like this combo. Defense,Resistances, and Recovery/Speed for my friendlies. I tend to be the only defender on the teams I end up in, so it's nice to be able to provide all three. Adding Tactics' Maneuvers and Assault are nice to have as well. I avoid Vengance as it seems to make teams dislike me, no joke I have been denied teams because they were worried I would let them die only to use them as Vengance-bait. I don't really care for its general effects anyways.

I have modeled the character after several comic book characters that are in my list of favorites, and he is a speedster, briefly gave him flight in an attempt to make it more travelable, but found I was wasting the powers because hover doesn't give all that much defense, and fly is too slow so I wasn't flying most of the time anways, even with flight speed-capped. He HAS to have SS, I'm not sure I need hasten to be honest, but it has come in handy, and speed boost is very hard for me to keep remembering to tap. Not sure what I am doing there yet.

I have chosen to go with spiritual for my Alpha, as I like the heal bonuses that are possible.

Anyways, I haven't had alot of time to think this through, as is obvious. Will think more. I like bits and pieces of everybody's suggestions. Thanks, will comment again asap.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Quote:
Originally Posted by MarkUrial View Post
Is this mostly for soloing? I noticed you took out the Concealment and Teleportation pool I had in there for keeping people alive. The Grant Invisiblity power has proven very useful and I don't plan on dropping it. As for recall friend, it's great for those, oops I messed up, where are you so I can give you a wakey moments. You also added more damage. I like that, and yet, when I am in team build, I don't have alot of time to do damage, I am usually hitting my buffs left and right, so that is why I have only chosen a small amount of attacks.
It's for anything really. Fulcrum Shift really annoys the hell out of mobs especially if you use it at the most opportune time (AKA right after or just as everyone gets to the pack). Having a lot of defense allows you to survive the expected return fire without dying. Stealth and the related stuff in that pool is generally terrible. With soft cap defense to S/L you can live with just the partial stealth from the travel IOs.

Teleport is a flavor choice of course but keep in mind what you give up. Leaping pool is quite good at giving additional survival because of both the knockback protection and hold protection and resistance. Both of which will be very painful if you attempt to use fulcrum shift in melee range (the best place). Trying to be nice and free up power choices for those people that don't have something is ... why? They made bad characters and unless you have real life friends that need it ... well I would just tell them to change their thinking :P

Attempting to play kinetic like a bad empath will just end in failure more often then not. Yes it is nice that you can help them out by teleporting them to safety but doing so means you are likely not helping out anyone who is still alive. I dropped those powers for this reason.

Quote:
I like this build you've given me, and might use it as my "Solo" build, with a power or two dropped as they become completely unnecessary in solo builds. Speed Boost for one.
This works well for anything. The AoE potential is pretty bad for energy, especially on a defender so the primary powers are the first 3 pretty much. You can swap around for the cone AoE but it's pretty much the opposite of what you want the mobs to do. When they cluster you win. When the scatter you die. Choosing two builds is completely viable, though I don't see what else you might need here really. Kinetics just doesn't stop unless you take a hit thats bigger then your health pool (twice in a row). The heal is a monster and is for everyone in melee range.

Quote:
I haven't messed with the Fighting Pool much, as I usually am support and assumed it was mostly for being up in the fight.

I didn't go with Super Jump, because I have Innertial Reduction, which grants it to those around me, and myself when necessary. It comes back fast enough without any slots in it, so I am happy there.

I don't have Ninja Leap, I don't know why it showed up in my Mids lists, but I don't have that pack. Otherwise I would have thought of removing it and SS altogether.
Fighting pool is for everyone that wants a tougher character. Kinetics thrives in melee so you want to be able to take as much as possible without dying. Hence super jump. Super jump is in my opinion the best option because it provides vertical travel as well as access to the insanely cheap and amazing combat jumping and awesome acrobatics. Both very effective powers for anything that has no mez protection and is expecting to be shot at a lot.

Quote:
I have thought of dropping Tactics, as it doesn't seem to really help too often, I rarely miss without it, and mostly just notice the fact that my end is lower. The resists to statuses are nice, but I haven't really seen them in action either.
The powers at the end are generally fluff. With all the extra slots you could dump the stuff (sans Scorpion Shield if you want to keep S/L softcap anyway) and get a pet or get an immobilze or hold or whatever. I wouldn't worry about endurance too much either. Transference is a full bar every 8-9 seconds. Unless you are extremely lavish with endurance usage you will not have a problem.

Quote:
Anyways, I have taken all these posts from you guys, and I will think about them more. (This is all my Opinions on things and I am not meaning to argue.)
I suppose I should have better mentioned my goal with build 1 though. I don't care about damage, and Prefer to have knockback where possible, as it helps me rush in and knock people away from my buddies and myself. It's not as good as knockdown I know, but it's better than nothing. I also like how Energy Torrent has a cone effect and can hit multiple targets, knocking them all back, and damaging them all as well.

I have a tendency to use Grant Invisibility, Speed Boost, and Increase Density on most toons, leaving out GI for tanks and/or scrappers depending on our intent. So I like this combo. Defense,Resistances, and Recovery/Speed for my friendlies. I tend to be the only defender on the teams I end up in, so it's nice to be able to provide all three. Adding Tactics' Maneuvers and Assault are nice to have as well. I avoid Vengance as it seems to make teams dislike me, no joke I have been denied teams because they were worried I would let them die only to use them as Vengance-bait. I don't really care for its general effects anyways.

I have modeled the character after several comic book characters that are in my list of favorites, and he is a speedster, briefly gave him flight in an attempt to make it more travelable, but found I was wasting the powers because hover doesn't give all that much defense, and fly is too slow so I wasn't flying most of the time anways, even with flight speed-capped. He HAS to have SS, I'm not sure I need hasten to be honest, but it has come in handy, and speed boost is very hard for me to keep remembering to tap. Not sure what I am doing there yet.

I have chosen to go with spiritual for my Alpha, as I like the heal bonuses that are possible.

Anyways, I haven't had alot of time to think this through, as is obvious. Will think more. I like bits and pieces of everybody's suggestions. Thanks, will comment again asap.
Ah the playstyle part. This is quite important as well. Siphon speed will cap your running speed as well as providing recharge. Unless you are in dire need of the semi-stealth super speed provides, it's an easily skipped power.

Regarding powers and such and forgetting them: kinetics doesn't stop. Ever. If you ever aren't doing something you probably should be. The first things to drop are increase density and the stealth skills to others. They take way too long to put on people and provide minimal sustained benefit. Do not drop ID however as it is quite useful when some one does get mezzed. It is also an excellent mule for IOs.

After you run out of time to use ID/Grant Invis, the next one to drop is (sadly) speed boost. There are some cases where it is quite useful (Granite tanks and such) but only if it doesn't cut into Fulcrum Shift, Transfusion or Transference. Defenders probably want to put a higher preference to speed boost then blasting but do not forget to blast! You have a full secondary of very good attacks. Nova at damage cap will wreck a spawn and anything at damage cap provides a solid hurting on mobs.

Assault is pointless for kinetics. Really. Vengeance is just a mule in this build though it can be of use occasionally. Kinetics in general sucks at keeping people alive through bad situations. It is great at sustaining, but saving a bad situation is ridiculously hard as kinetics. Kinetics answer to everything is MORE DAMAGE.

Kinetics when played fully is probably the busiest you can possibly be in the game across every AT. My main Sonic/Kinetic Corruptor uses about 11* different buttons for abilities during normal fighting. I don't know of many other ATs that even come close to that. Maybe a MM.

* - Shriek, Scream, Shout, Howl, Siren's Call (lovely AoE), Siphon Power, Fulcrum Shift, Transfusion, Transference, Speed Boost, Increase Density. Also available is Screech, Aim and the Nuke though much less commonly used. Kinetics is busy.


 

Posted

Quote:
Originally Posted by Savos View Post
Attempting to play kinetic like a bad empath will just end in failure more often then not.
First of all, I am not trying to play a "bad empath" at all. I am just trying to round out my Helpful powers as a defender. I don't want to be the tank, or the scrapper, or even the controller, or blaster. I want to be a good Buff Machine. I have had tons of fun with it already. I don't want to have a Can-Opener Build, just one that is more effective.

Quote:
Originally Posted by Savos View Post
Ah the playstyle part. This is quite important as well. Siphon speed will cap your running speed as well as providing recharge. Unless you are in dire need of the semi-stealth super speed provides, it's an easily skipped power.
I stated in the first post that I didn't want to change my power pools, I have tinkered with it a little, but all in all, I don't want to move around my power pools. (Except the epic one, which I have to go villain for, because I do Indeed like mace mastery) I wanted advice, and appreciate it very much, but I mostly just want to know if my power selection in the main two pools were good with my personal build. I can use my opinion on that one I suppose but wanted to come to the build vets on this one. I am in pretty good need of the stealth that SS provides, complete with the Celerity:Stealth IO, as it fits my playstyle much better. I could use Siphon Speed, but I don't like having to use it on an enemy just to get a travel power, and it doesn't quite come back fast enough for me. If I miss, which does happen occasionally, then I am footing it through the isles, and that is annoying. That and the lack of stealth is bad. If I took SJ as you said, at least I would have a travel power, but that doesn't fit this toon.

I am not intending to argue, but it is tough to make my point without sounding like a jerk, so if I do, I am sorry. I am. I don't care about the pool powers as much on a solo build, as that would be Great to find what would make me survivable without caring about others. But my main build, is locked in as much as my secondary pool, which I am occasionally grieving about. This is however my badging toon, so no chance of deleting him, and I live with what i've got.

The two pools I have (Primary and Secondary) I have, I have a little more flexibility about, as noticed earlier in the thread. I took Siphon Speed, after feeling it unnecessary, and now Hasten feels less useful. That's alright, because at least I am debuffing the baddies. The great part of being an NRG defender is that I don't have to worry about missing out on the buff/debuff that would otherwise be attached to those powers. I don't have the Rad pool with it's -Defense, or Elec with it's -End. I have NRG, which "Just" does KB. I have to be picky with those powers, and that's fine because it allows me the time to focus on my primary pool. I don't have to try and be a blaster style defender. Everybody hates those attacks anyways.

My slots: I honestly have no clue what to do with them now that IO's have been out for awhile, and even worse, the Alpha slot. I don't have the foggiest how to slot a defender's abilites, (I have a general idea how to slot a scrapper or tank, but not too good there either.) I don't understand the IO's. I came here to ask a question about that mostly. I just am lost. I feel like I know the Defender powers ok, but slotting is a different story altogether.

I am sorry, truly, that I have come here asking advice, and I end up not listening to most of it. But then again, I did state what I wanted to move around. If you have further help or suggestions I will give them a gander, I just wanted to tell you guys where I was coming from. I just don't want to be the "Best" I want to be adequate. I was unsure of what to do after getting innate fitness, and was wondering if I slotted that correctly. I just want to have fun. I don't have much fun with 1337 builds. This character is my baby lol.

Hopefully hear from you guys soon, it may not seem it, but I've been helped alot by the various posts.

Edit*: I will tinker with the build and try to post my new findings soon.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Quick note. I guess the big problem with me trying a radically different build, is that I don't have 700mil to spend on IO's. I could save up, and if I knew I liked the build it wouldn't be that bad, but if I don't like it, it's such a different build I would be throwing away most of that inf.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

I don't intend to dictate playstyle, merely provide information that I believe valuable in using Kinetics to the up most based on my experience. Which is why the various pools and such were swapped around as above.

Siphon speed is entirely practical to have 2 or even 3 stacks going at once. Thats 40-60% recharge in addition to 70% from hasten as well as any global recharge bonuses. Slot with 2 generic 50 accuracy IOs and it won't miss. It is very easy to get permahasten with this power and is extremely good regardless at just keeping up with anyone with speed boost.

I would guess with the above build you could probably solo at x5 or x6 (no bosses) pretty easily, maybe even x8 against some enemy types. Use corners effectively after knockback to regroup enemies and double/triple stack fulcrum shift and wreck them. Though as a defender it is comically easy to reach the really low damage cap so multi-stacking fulcrum isn't as beneficial

In the end, the choice is yours, try what's fun, see what works provide advice to the next person.


 

Posted

Quote:
Originally Posted by Savos View Post
I don't intend to dictate playstyle, merely provide information that I believe valuable in using Kinetics to the up most based on my experience. Which is why the various pools and such were swapped around as above.
Thanks again Stavros, I don't mind you telling me what is good, I don't mind that at all. I was just getting frustrated, because I don't plan on removing those pools from my primary build, thus your good advice would go unheedable there. It's frustrating to not be able to use advice because of being so self... bullheaded. My sentence structure is failing massively, but I hope the point is coming across lol.
Quote:
Originally Posted by Savros View Post
In the end, the choice is yours, try what's fun, see what works provide advice to the next person.
Thanks, will do. If I have the influence, at any point I will try your build exactly, and see if I like it. I will put it in my secondary build slot, because I am feeling fairly confident in my current build. I would like to have two wholly different builds anyways, so it sounds like fun to experiment with it. I really do appreciate the help. It is hard to express oneself using text when faces make such a big difference while communicating.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

Thanks for the advice. I am respeccing my second build tonight into what you have suggested here. I am going to give it a spin, and if I like it, it may just become my primary build instead of secondary... *shrug* who knows. I won't knock it if I haven't tried it.

You guys all have fun, and thanks for contributing to this thread.
(Any additional advice (from you guys or thread newcomers) is welcome, never know what I can glean from multiple sources.)

Edit* Took content from this post out. I didn't realize my last post showed up, I thought the thread ejected it somehow.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian

 

Posted

My first 50 was a kin/nrg defender. She was the busiest and I think the most fun toon I've had. But, alas, I deleted her a long time ago with the intentions of rebuilding her with a different secondary but I just couldn't find one I liked as much as nrg, even though it's such a mis-match for kinetics.

Enough of my reminiscing, here's a few things I found during my time playing her. I will add a caveat that it was many issues ago and things have changed since, so feel free to take or leave the advice/comments as you see fit.

Epic Pool - personally I found psy the most useful by far on a kin. we lack mitigation and when solo-ing those alpha strikes can be so very painful. having mass hypnosis and a hold is godsend and I found these far more useful than any of the powers from the other pools. The shield too, is extremely handy as psionics is one of the most damaging attacks, especially in end game. Personally, I think +res shields are more useful on a kin, because of the -dmg debuffs you do on the enemies, but if you go for the +def shields then you will need to try and softcap melee/ranged defence.

Travel Pool(s) - I used to use Syphon Speed + Super Jump, which was an amazing combination. In combat I used to use CJ and Acrobatics. Avoiding immobs and kb's is crucial as mobility seemed so much more important on my kin than any other toon. It was about blasting from range, then zooming in to heal, then get back out again. I agree, you can use SS, but it's overkill with Syphon and I used to use Stealth+IO+Sprint. It does get frustrating at times having to drain an enemy for speed, but it's also somewhat satisfying. Never got on with IR, found SJ just so much better and I couldn't live without CJ+Acro.

Flying? - a travel power that's often overlooked on a kin, but extremely useful on a kin/nrg. with syphon you can zip around pretty fast with hover in combat and all the annoying kb becomes oh so lovely knockdown. I played this for quite a while, before returning to SJ, but certainly one to consider if the KB ever becomes too much. There are just times when the kb from the nrg attacks kicks in and your transfusion ends up being the other side of the room and not where you are.

Hasten - I wouldn't live without it on a kin. Keeping your big powers up as often as possible is too important to be without it.

NRG - Power Push should be taken on a kin imho. It's such a great "oh crap!" power and certainly one to consider slipping into your build if you can. With Power Push and Dominate (assuming psi is taken) you have two great powers for keeping mele enemies off of you.

For Power Bolt, I would slot it different .. 4 devastation with 1 of them being hold%, 1 hami acc/dam (or a damage proc), 1 damage proc from explosive strike .. this isn't too expensive compared to many sets and has huge utility. It's a quick recharge power that will kick out a nice amount of damage, especially with a proc or two in it, plus the hold will fire off quite often which can be another godsend for a kin.

IO's - +rechg, +hp and depending what shield you use, then +def. I think ranged def is more useful than melee def and I know some people will cuss at that, because kin is in melee so often, but they aren't really, they just rush in buff/heal and out again. Most damage we take is from ranged, typically the alpha. I had a lot of +Acc back then too, but I never used tactics.

Anyway, these are just things I recall and some of the issues/things I found during my times playing her and most of what I say may be of no use, but hopefully some small bits of it might be.

It's been a long time since I played her and now I want to remake her as I'm starting to miss the fun that kin/nrg was.

A totally awesome, highly underrated, somewhat frustrating, yet extremely fun powerset.


 

Posted

Quote:
Originally Posted by MrTweety View Post
My first 50 was a kin/nrg defender. She was the busiest and I think the most fun toon I've had. But, alas, I deleted her a long time ago with the intentions of rebuilding her with a different secondary but I just couldn't find one I liked as much as nrg, even though it's such a mis-match for kinetics.
I have a similar issue. I can't find a kin/ combo that is as much fun as Kin/NRG, it's incredibly mismatched as far as capabilty, but the utility of kb is very fun with a defender. Especially if you know enough to stay out of mobs (when teaming with tanks especially) And then use the kb to knock mobs back into the "aggro zone".
Quote:
Originally Posted by MrTweety View Post
A totally awesome, highly underrated, somewhat frustrating, yet extremely fun powerset.
This, so much this. I can't say it better.

Anyways, I read your whole post, and I appreciate the advice with the power selections and IO slotting. I particularly liked the suggestion of getting holds. Everybody has their play styles and that totally fits mine.

I just wish we could make a reverse controller, defender primary, with some sort of control secondary. Not so good as a controller mind you, but useful none the less.


Quote:
Originally Posted by Galactoman View Post
Poor Coyote... I've always wondered what he did to piss off Statesman badly enough to earn himself a lifetime of telling newbies to punch sick people...
Mark Urial - 50th level Kinetic/Energy Defender - Guardian
Ooohhhh Snap - 50th level Fire/Kinetic Controller - Guardian
Frigid Hottie - 50th level Fire/Cold Controller - Guardian