Looking for some guidance with my character, kinetic/dark defender !


Amy_Amp

 

Posted

I just started playing this game and i dont really know what i am doing.

Someone advised me to get the character planner, and i did, and i still dont really know what i am doing only less so

Here is how things look at the moment

I dont know if it is smart to pick reduce inertia, super speed and super jump ? Is there a maximum to how high you can jump or fast you can run ? (i find it quite fun to jump really high and run very fast!)
Should i instead pick from the Fitness skills ? Do they work in combat ?

What about slots ? Is there a maximum of usefulness of 1 type of thing to put in a slot ? I assumed 100% bonus would be the maximum so when i filled my slots so i put 2 of the same type in each (for about 85% bonus)

Hero Plan by Mids' Hero Designer 1,91
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Siphon Power -- Acc-I(A), RechRdx-I(3), RechRdx-I(3), RechRdx-I(5)
Level 1: Dark Blast -- Acc-I(A), Dmg-I(7), Dmg-I(9), ToHitDeb-I(9), RechRdx-I(11), RechRdx-I(11)
Level 2: Gloom -- Acc-I(A), Dmg-I(13), Dmg-I(13), ToHitDeb-I(15), RechRdx-I(15), RechRdx-I(17)
Level 4: Transfusion -- Acc-I(A), Heal-I(17), Heal-I(19), EndMod-I(19), RechRdx-I(21), RechRdx-I(21)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(23), RechRdx-I(23)
Level 8: Assault -- EndRdx-I(A)
Level 10: Maneuvers -- EndRdx-I(A)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 14: Tactics -- ToHit-I(A), ToHit-I(27), ToHit-I(27)
Level 16: Tenebrous Tentacles -- Acc-I(A), Dmg-I(29), Dmg-I(29), ToHitDeb-I(31), RechRdx-I(31), RechRdx-I(31)
Level 18: Inertial Reduction -- Jump-I(A), Jump-I(33), Jump-I(33), RechRdx-I(33)
Level 20: Night Fall -- Acc-I(A), Dmg-I(34), Dmg-I(34), ToHitDeb-I(34), RechRdx-I(36), RechRdx-I(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 24: Super Speed -- Run-I(A)
Level 26: Transference -- Acc-I(A), EndMod-I(37), EndMod-I(37), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 28: Combat Jumping -- DefBuff-I(A)
Level 30: Super Jump -- Jump-I(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40)
Level 35: Life Drain -- Acc-I(A), Dmg-I(42), Dmg-I(43), Heal-I(43), RechRdx-I(43), RechRdx-I(45)
Level 38: Blackstar -- Acc-I(A), Dmg-I(45), Dmg-I(45), ToHitDeb-I(46), RechRdx-I(46), RechRdx-I(46)
Level 41: Dark Consumption -- Acc-I(A), EndMod-I(42), EndMod-I(42), RechRdx-I(48), RechRdx-I(48), Dmg-I(48)
Level 44: Dark Embrace -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
Level 47: Soul Transfer -- EndMod-I(A)
Level 49: Soul Drain -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5)


 

Posted

Well, Super jump and Inertial reduction would be way too much. I do not suggest getting both.

The difference between the two is this: Super Jump is a TOGGLE, which means it stays on, and cost a tiny bit of endurance per second to use. Inertial Reduction is a power you click once, and it gives you jumping abilities for 2 minutes. It usually recharges just as the effect wears off.

The Fitness skills (Sprint, Hurdle, etc) are INHERENT, which means that you get them automatically at level 2. You can still slot them like normal powers. Most people would suggest 2 slots in Stamina, and 2 in health.

As you somewhat guessed, you really can't have more than 100% enhancement effect in a power. The game has a bit of code called "Enhancement Diversification", which means as you get closer to 100%, your enhancements have less of an effect.

Example: Put 2 level 50 Attack power enhancements in an attack power. They give you 33% enhancement each, totaling 66%. BUT, when you put the THIRD one in, you don't get 99%, you get something like 94%.

Furthering complicating this (though not relevant to your build) is that some types of enhancements (like defense and resistance) are on a different scale, and hit their "ED cap" around 40%.

As for your build itself, you can take the End Mod out of Transfusion. It won't make much of a difference. You may have meant to put an End REDUCTION in there. However, that power saps enemy endurance, which is why it takes that other kind. However, its effect is minimal, so don't bother slotting for it.

Overall, you seem to be built for recharge. This isn't necessarily bad, but you're sacrificing utility and damage to do so. And while it's not the greatest build, you seem to do okay for yourself. I would suggest that, as you play, you carefully monitor your progress. Think, Does this power need more damage? Does this power not hit enough? Am i using this power enough to justify putting this many slots in it?

But overall, have fun!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by Magpie View Post
What about slots ? Is there a maximum of usefulness of 1 type of thing to put in a slot ? I assumed 100% bonus would be the maximum so when i filled my slots so i put 2 of the same type in each (for about 85% bonus)
The rule for just about all types of enhancements is to use three at most. You only get six slots, so you usually pick the most important thing and go for three of that, then use the other three slots for things like accuracy or endurance reduction.

For example, for most attacks the best slotting will be something like 3 damage, 1 accuracy, 1 endurance, 1 recharge. The slotting you have for siphon power and fulcrum shift (1 accuracy, 3 recharge) is good.

Also, it looks like you used inventions in that mids build. You probably want to make sure you're using the single origin enhancements instead. Inventions are a pretty complicated system that most people don't get in to until their characters are higher level. I can give you info on it if you want though.


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
The Fitness skills (Sprint, Hurdle, etc) are INHERENT, which means that you get them automatically at level 2. You can still slot them like normal powers. Most people would suggest 2 slots in Stamina, and 2 in health.
First this, Kin/dark can go Staminaless so I would leave Stamina with one slotting. Health slotting is so marginal that I would just leave it at one slot as well. Note, slotting based on basic slotting as well. Once IO sets come into play, then that's different.

Quote:
Originally Posted by Magpie View Post
Hero Plan by Mids' Hero Designer 1,91
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Siphon Power -- Acc-I(A), RechRdx-I(3), RechRdx-I(3), RechRdx-I(5)
Level 1: Dark Blast -- Acc-I(A), Dmg-I(7), Dmg-I(9), ToHitDeb-I(9), RechRdx-I(11), RechRdx-I(11)
Level 2: Gloom -- Acc-I(A), Dmg-I(13), Dmg-I(13), ToHitDeb-I(15), RechRdx-I(15), RechRdx-I(17)
Level 4: Transfusion -- Acc-I(A), Heal-I(17), Heal-I(19), EndMod-I(19), RechRdx-I(21), RechRdx-I(21)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(23), RechRdx-I(23)
Level 8: Assault -- EndRdx-I(A)
Level 10: Maneuvers -- EndRdx-I(A)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 14: Tactics -- ToHit-I(A), ToHit-I(27), ToHit-I(27)
Level 16: Tenebrous Tentacles -- Acc-I(A), Dmg-I(29), Dmg-I(29), ToHitDeb-I(31), RechRdx-I(31), RechRdx-I(31)
Level 18: Inertial Reduction -- Jump-I(A), Jump-I(33), Jump-I(33), RechRdx-I(33)
Level 20: Night Fall -- Acc-I(A), Dmg-I(34), Dmg-I(34), ToHitDeb-I(34), RechRdx-I(36), RechRdx-I(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 24: Super Speed -- Run-I(A)
Level 26: Transference -- Acc-I(A), EndMod-I(37), EndMod-I(37), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 28: Combat Jumping -- DefBuff-I(A)
Level 30: Super Jump -- Jump-I(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40)
Level 35: Life Drain -- Acc-I(A), Dmg-I(42), Dmg-I(43), Heal-I(43), RechRdx-I(43), RechRdx-I(45)
Level 38: Blackstar -- Acc-I(A), Dmg-I(45), Dmg-I(45), ToHitDeb-I(46), RechRdx-I(46), RechRdx-I(46)
Level 41: Dark Consumption -- Acc-I(A), EndMod-I(42), EndMod-I(42), RechRdx-I(48), RechRdx-I(48), Dmg-I(48)
Level 44: Dark Embrace -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
Level 47: Soul Transfer -- EndMod-I(A)
Level 49: Soul Drain -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5)
And now this.

Transfusion: 1-2 acc, 2 heal, 2 recharge. It's spammable at that point and the heal is more than enough. The end mod aspect is pretty much a joke on something that can get use out of it, ie Kin/elec. On a Kin/dark, it's not worth it.

Siphon Power: 1-2 acc, 0-3 recharge. It will always be useful due to AVs, but you don't need to go big with slotting.

Siphon Speed: 1-2, 3 recharge. You want this up as much as possible.

Speed Boost: 3 end mods. I can see using 2 end mods if you are hurting for slots and you put two common level 50 IOs in there.

IR: 1 jump, if you take it.

Transference: 1-2 acc, 2 end mod, 2-3 recharge.

Fulcrum: 2 acc, 3 recharge. You want that thing to hit.

Single target attacks get 1 acc, 3 damage, 1 end reduc, 1 recharge. Any other effect(tohit debuff, immob) isn't worth slotting.

AoEs get 2 acc, 3 damage, 1 end reduc, but you could sub in a recharge instead of end reduc based on how you handle end.

You really don't need Life Drain.

I fully understand taking the Dark epic for theme, but it benefits Kins the least. Dark Consumption, you have Transference. Soul Drain, you have Fulcrum.

If you are going to take Maneuvers, slot the defense aspect of it. And taking 3 powers from the Leadership pool and not taking Vengeance(3 slotted for def) makes me a sad panda.

EDIT: The recharge on attacks can be skipped if needed. Siphon Speed and Hasten can take care of recharge times.


 

Posted

I've got a Kin/Dark defender and its one of my fav toons. I've also got a dark/kin corr so i guess I like the sets ^^

Just a couple of things I did with my Def - I always intended not to take a travel power and used IR as my travel instead. At the time, this meant waiting till level 18 for a travel power, which i was fine with, but now if you have the martial arts booster you can have ninja run anyway. It also stacks with IR when you get it for sum super-jumpin-ninjaness

If you're gonna go dark mastery, you won't need Dark consumption due to transference, or soul drain due to fulcrum as mentioned above. Oppresive gloom is v/nice when mixed with dark pit though, and you can pretty much stun a whole mob with that combo, and of course you get the self rez in soul transfer.

Regarding your build, it might be better just having the one slot for speed boost, as if ur teaming ur going to be using transference anyway which wll make up for the end mods you lose, and you have another 2 slots to play with for your build. Slotting siphon power is ok if you have spare slots (at one point I had 2acc3rch in it) but once you get fulcrum you won't need to use it as much if at all. With inertial reduction, if you're planning on putting a set in it, 3 slots should be enough (ive got a couple unbounded leaps in mine i think) but other wise you probably could save slots here too. Its perma without any rech in it The slots you save above sould be used with other powers you pick up instead of Superjump/superspeed.

The above are only suggestions, they may not suit your style of play Good luck!


 

Posted

Aw, we forumites do love our new players. I am posting just to re-emphasize. If you have an attack that takes like less than 15 seconds to recharge, it doesn't need recharge in it. Longer recharge powers like fulcrum shift, maybe transference, need some recharge. When you get your build into a mature slotting situation, you will have so much recharge from siphon speed and hasten, you won't be able to do everything you would like just because of the time it takes to animate your powers.

Keep superspeed for the stealth component, but yeah, no need for superjump and inertial reduction both. As a note. super jump is suppressed in combat; you can't jump out of a cardboard box in combat while super jump is suppressed. Inertial reduction knows no such limitation.

Kinetics dark is a classic defender build. It has proven successful. Be confident and get out there and defend you nutty Magpie.


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.

 

Posted

another thing to look into, id recommend getting combat jumping much sooner. having 4 lvl kins myself i learned very quickly getting immobilized can be fatal and annoying. also happend that CJ is one truly amazing power for simple IOs set pieces. its just kind of dipping your toe into IOs, but id would looking into getting the Karma:Knockback protection IO from the defense sets. Knockback is another killer than can easily(and rather cheaply) be avoided using IOs and as a kin you dont wanna be sitting on your butt when you need to heal yourslf


@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM

 

Posted

Thanks all for the (overwhelming) input =)

I will set up a new build based on your advice

Sorry for the late reply, i havent played the game in a while