Build Considerations for the Modern Kin


BL00DBATH

 

Posted

My girlfriend's favourite character - a Kin/Dual Pistols 'fender - has finally reached level 50 after a little over 7 months of casual play. Now that she knows the ropes (CoH is her first MMO), she's looking to play through some of the more difficult content that the game has to offer. We mostly duo'd up to 50, and she's been eyeing up the TFs we missed out on as we were levelling together.

Last weekend, we ran an STF together, which was a first for both of us and for a few other people on the team. Whilst it was very much smooth sailing (a PuG that listens?! Unthinkable!) she expressed a desire to trick her character out to maximise how useful she could be to the team.

Now, she works full-time, but I'm a student. This means I have a few hours to play each day, where her play is mostly limited to weekends. She knows how to play the market, but her funds aren't really sufficient for the kind of build she wants. So, as part of our Valentine's Day celebrations, I'm going to offer to help fund her build.

Now that the exposition's out of the way, I suppose I'd better better get down to business! I'm not asking for a build offered up to me on a silver platter. I can at least do some of the leg-work and come up with a first-pass at a build. Then maybe I can have it vetted by you build-fu masters later (my own build-fu is fairly middling ). My problem is that I have no experience of Kinning at end-game, and no experience with the Alpha Slot and Incarnate content. I have a few questions that I'd like answered before I start flailing around in Mids, so hopefully you guys and gals can help me out.

#1 - EPP/PPP's: her character is currently Power Mastery, but Power Boost seems to be of limited benefit to a Kin and she rarely uses Total Focus because of the animation time. Having taken a look at the other available pools, nothing really leaps out at me as being a 'killer app' power that would be of any significant benefit to her. Any advice?

#2 - Defence?: this is sort of linked to the last question, but is Defence really the way to go with a Kin's build? If it is, I guess Mace Mastery is the PPP of choice. Problem is, everything that I've seen suggests to me that the Incarnate content from here in out is going to punish people who only use soft-capped Defences to keep their characters alive. Would it be better to build for Recharge and take a EPP/PPP which offers a Resistance armour? She spends a good chunk of time in melee range, which can be pretty hazardous, so survivability is a definite concern.

#3 - Recharge: how much Recharge would you say is 'enough' for a Kin? She generally keeps 2 stacks of Siphon Speed active (less if things get hectic, more if they're fairly sedate). Should you sacrifice Defence in favour of Recharge? Is Perma-Hasten advisable?

#4 - Alpha Slot: which Alpha would you recommend? Spiritual seems to be the best bet from where I'm standing, as more Recharge means more Transference, Transfusion, Fulcrum, Siphons and bullets. I'm open to suggestions, however.

And that's all I've got...please be gentle!


 

Posted

I'm not that good at high-end IO'ing of characters -- many of my level 50s still have SOs -- but I do know high level kins, so let me give you some suggestions.

Quote:
Originally Posted by TensileSky View Post
#1 - EPP/PPP's: her character is currently Power Mastery, but Power Boost seems to be of limited benefit to a Kin and she rarely uses Total Focus because of the animation time. Having taken a look at the other available pools, nothing really leaps out at me as being a 'killer app' power that would be of any significant benefit to her. Any advice?
My kin has Power Mastery and the leadership pool, and she uses Power Build Up before Vengeance or before using her snipe. It also works with Transfusion, Transference, and the damage debuffs. It will also work with all the holds and stuns and debuffs that DP brings. (But note: Not the knockbacks.) Power Mastery also has Force of Nature, which is a great emergency button. You could do worse than Power Mastery.

That said, there are other options. Psychic Mastery brings two holds that stack with the hold you get in DP, and it also has status protection that can be on about half of the time -- I think it'll be permanent if you get perma-hasten. Electric Mastery or Mu Mastery brings Power Sink and other tools to help you sap enemies. Mace Mastery brings the defense shield and Focused Accuracy. Accuracy is at least as important as recharge for a kin.

However, I don't think the defense shield is worth chasing after. It's only Smash/Lethal and Energy, and as you said the incarnate game is becoming brutal for defense-based characters. Focused accuracy is also a heavy endurance drain, which can be a problem for a kin who relies on Transference.

I'd say that if you want to maximize your endurance sapping, go for Electric or Mu. If you want to maximize your controls, choose Psychic. Stay with Power Mastery for FoN or for all the neat tricks Power Build Up gives you. If you really want to softcap defense then Mace is your method, but that would be a type of build I'm not qualified to advise you about.

Quote:
#3 - Recharge: how much Recharge would you say is 'enough' for a Kin? She generally keeps 2 stacks of Siphon Speed active (less if things get hectic, more if they're fairly sedate). Should you sacrifice Defence in favour of Recharge? Is Perma-Hasten advisable?
No amount of recharge is enough for a kin. But there are diminishing returns. Perma-Hasten is desirable but not necessary. My kin is tricked out for team damage buffs first, recharge second (she doesn't have hasten) and defense as an afterthought.

Quote:
#4 - Alpha Slot: which Alpha would you recommend? Spiritual seems to be the best bet from where I'm standing, as more Recharge means more Transference, Transfusion, Fulcrum, Siphons and bullets. I'm open to suggestions, however.
Spiritual also increases heals and stuns (which DP has). It also improves to-hit buffs if you run leadership, and jump if you're relying upon inertial reduction as your travel power. It's a fine alpha boost for any kin.

Nerve is an option. Accuracy is always useful, and your kin will have several holds and possibly some defence buffs. Musculature gives you nothing (you're a kin, you should already be living at the damage cap.) Cardiac can help you if you have endurance problems or if you want to hard-cap Slash/Lethal resistance (you'll need Tough for that). But I'd strongly suggest Spiritual, as it helps you in so many ways.

Sounds as if your friend's kin is doing fine. If she's having survival problems it may be a playstyle issue. You want to duck in and out of combat, to deliver buffs then get out of the line of fire, and remember that your primary role is to buff your team rather than fire your own aggro-inducing attacks.


...
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Life is funny. Death is funnier. Mass slaughter can be hilarious.

 

Posted

A friend of mine is currently working on a high end Kin build, and I'll be doing one for one of my chars sometime soon, so we've thought about it a bit.

While your point about relying on soft capped defenses in Incarnate content is probably right, having high defense is still better then not having it for a squishy. As a kin, you don't have mezz protection, and deflecting half the shots is still much better then none because most of your defense is being able to move (consider Combat Jumping to avoid Immobs) and heal off a foe. Scorpion Shield is unfortunately the only way to make a decent start on that for most defender powersets. On the bright side, a reasonably careful defender isn't taking the number of shots a blaster or tank are, so cascade defense failure isn't as frequent, you are mostly worried about stray shots. Just exercise some care with Fulcrum Shift.


Another possibility is the Psi defender pool, Mass Hypnosis is great to shut down ambushes, an increasingly prominent feature of high level content. Slept mobs are not woken by Fulcrum Shift, by the way, providing a safer opener. Dominate is decent damage and can stack to shut down a boss. The controller Psychic pool gives the status protection power, unfortunately not available to defenders.

If I have a chance I'll post a Mids build chunk for what my friend and I had worked out, though its still a work in progress.


 

Posted

There are some points made above, I'm dubious about.

Quote:
(Power Build Up) also works with Transfusion, Transference, and the damage debuffs
I've never heard of damage debuffs being enhanceable. PBU will enhance the Trans* powers, but not the damage buffs/debuffs. I'm willing to be corrected if someone knows otherwise.

Quote:
(Psi Mastery) also has status protection
Not the Defender version (Psychic Mastery), the troller version (Psionic Mastery) does.

My primary Kin Def uses Psychic. I had Power before, for the scenario you mentioned, of PBU+Veng. I respecced to Psy, but I may well go a different direction. Especially for Scorpion Shield. So some of the new trials make high def less valuable? (I haven't looked into any of them at all to evaluate if true or not) You've still got, oh, the entire game as it currently exists for high defense to still matter. Unless you plan on doing BAFs full time and no more LGTFs, STFs, etc, then high def is still valuable. I do like psy though, Dominate is great. You would be sufficient on an LGTF to hold a green mito by yourself. Psy also offers 2 powers to slot the cheapest purples into (Sleep and Confuse). Now that I think about it more, I think all the hero APPs for Defs offer some very useful options. It's hard to go wrong with them. Scorpion is the only one I'd advise for vill epics.

I don't know how answer what "enough" recharge is either. Some say enough is what's required to sustain your optimal attack chain. However a Kin def has a lot more to do than blast. I'm going to arbitrarily throw out 50% as a global recharge number to shoot for. Especially when combined with Spiritual, which is the Alpha I went for.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
I've never heard of damage debuffs being enhanceable. PBU will enhance the Trans* powers, but not the damage buffs/debuffs. I'm willing to be corrected if someone knows otherwise.
I'll have to test this. I thought I saw a difference when using siphon power with PBU up, but in the midst of battle I may have been mistaken.

Quote:
Not the Defender version (Psychic Mastery), the troller version (Psionic Mastery) does.
Ack, you're correct, I was wrong about that. Shame. Still, Dominate and Telekinesis synergize nicely with DP.

Quote:
My primary Kin Def uses Psychic. I had Power before, for the scenario you mentioned, of PBU+Veng. I respecced to Psy, but I may well go a different direction. Especially for Scorpion Shield. So some of the new trials make high def less valuable? (I haven't looked into any of them at all to evaluate if true or not) You've still got, oh, the entire game as it currently exists for high defense to still matter. Unless you plan on doing BAFs full time and no more LGTFs, STFs, etc, then high def is still valuable.
The problem is that the Scorpion shield offers typed defense against Slash/Lethal and Energy. That means you're only going to cap those types, and you'll never cap positional defenses. That's still useful on LGTF, but not so much on STF (lots of Toxic damage) and on parts of the ITF you'll be essentially naked (Neg. Energy). If I was positional defense and applicable to everything then I'd say go for it. As it is, I don't think it's worth choosing an otherwise unhelpful patron pool.

But again, those are just my opinions, and I'm not as experienced with maximizing a character's potential as some are.


...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.

 

Posted

Quote:
Originally Posted by RemusShepherd View Post
Psychic Mastery brings two holds that stack with the hold you get in DP...
Now there's something I hadn't thought of (probably because I don't have a DP character). That sounds like a good idea to me.

Quote:
Originally Posted by RemusShepherd View Post
No amount of recharge is enough for a kin.
Good to know. I'd thought as much, but I wondered if there was a guideline amount I should shoot for. 'As much as I can get' sounds about right.

Quote:
Originally Posted by RemusShepherd View Post
Spiritual also increases heals and stuns (which DP has). It also improves to-hit buffs if you run leadership, and jump if you're relying upon inertial reduction as your travel power.
I hadn't actually considered the Spiritual Radial route. It has a lot to offer! Unsure as to whether it's better than the Core, but it's certainly worth some thought.

Quote:
Originally Posted by RemusShepherd View Post
Sounds as if your friend's kin is doing fine. If she's having survival problems it may be a playstyle issue. You want to duck in and out of combat, to deliver buffs then get out of the line of fire...
Don't get me wrong: it's not like she faceplants every group. It's just that being in melee range for Fulcrum + Nuke can be pretty hazardous if the RNG god is against her.

Quote:
Originally Posted by Scientist View Post
While your point about relying on soft capped defenses in Incarnate content is probably right, having high defense is still better then not having it for a squishy. As a kin, you don't have mezz protection, and deflecting half the shots is still much better then none because most of your defense is being able to move (consider Combat Jumping to avoid Immobs) and heal off a foe.
In principal, I agree. She already makes use of Combat Jumping for that reason, and the build I'm tinkering with at the moment has ~15% positional defence for deflecting the odd Mez.

However, it seems to me that you have to make significant sacrifices in the build to reach the S/L softcap. This is both in terms of slotting, set bonuses and power selection. I'm not sure that's a sacrifice I'm happy with considering the nature of the Incarnate content going forward. That, and some of the most dangerous enemy groups deal out a lot of exotic damage anyway, as RemusShepherd pointed out.

Quote:
Originally Posted by Scientist View Post
Another possibility is the Psi defender pool, Mass Hypnosis is great to shut down ambushes, an increasingly prominent feature of high level content. Slept mobs are not woken by Fulcrum Shift, by the way, providing a safer opener.
Good point! And, as Deacon points out, it's a great place to put a cheap Purple set.

Quote:
Originally Posted by Deacon_NA View Post
So some of the new trials make high def less valuable? (I haven't looked into any of them at all to evaluate if true or not)...
My understanding is that Battle Maiden and the War Walkers have some nasty +ToHit buffs to counteract defences, which are now being mimicked by various mobs in the BAF. I can't be sure, however, as I haven't yet tested it myself.

Quote:
Originally Posted by Deacon_NA View Post
You've still got, oh, the entire game as it currently exists for high defense to still matter.
Well, yes and no. As RemusShepherd points out, S/L/E defence is hardly the entire game as it stands now. S/L certainly covers most of your bases, but the places where I find you need defence the most on my squishies are against the enemy groups where S/L isn't the prevalent source of damage.

Quote:
Originally Posted by Deacon_NA View Post
I'm going to arbitrarily throw out 50% as a global recharge number to shoot for.
This bodes well for the build I'm looking at.


 

Posted

Quote:
Originally Posted by RemusShepherd View Post
The problem is that the Scorpion shield offers typed defense against Slash/Lethal and Energy. That means you're only going to cap those types, and you'll never cap positional defenses. That's still useful on LGTF, but not so much on STF (lots of Toxic damage) and on parts of the ITF you'll be essentially naked (Neg. Energy). If I was positional defense and applicable to everything then I'd say go for it. As it is, I don't think it's worth choosing an otherwise unhelpful patron pool.
I know that Scorpion Shield isn't perfect, however it is more useful that you're leading on at the moment with that. Yes, positional defense is ideal, but the next thing you'd want is Smash/Lethal defense if positional will take up too much of your resources. The reason is this:

Whenever you use a ranged power that does lethal and toxic damage, the attack will look at your ranged, lethal, and toxic (though non-existent on the latter) defense and roll against it taking the largest of the tagged positional and typed defense. This means that any power that has Lethal/Smash/Energy damage have a less chance of hitting. Perfect? Not really, but since Kinetics is starting with a base of zero defense, it's a lot of help towards keeping your character alive. Since I typically take fighting on most of my characters (defenders included), I got additional help from weave, a free spot for Steadfast +def (and kb protection), and a place I can 4 slot kinetic combat for even more smash/lethal defense if need be.

I see getting Scorpion Shield as a way to help diversify my set bonuses as instead of focusing solely on positional defense. Even then, with as gimped kinetics is on the defense side, you won't be able to get all positions high. You'll have to either do Melee, Ranged, or AoE when as a kinetics you'll have to worry about all three. Smash/Lethal/Energy will give you some defense to all three, but won't plug every hole. Granted, if you wanted to focus on one, maybe two positional, it'd be possible, but overall with how common those three typed are, it'll give you greater defense on a whole spectrum than having your one type and then being squished by anything else.

Also, as for your comment about toxic damage on the STF, it's one of the only places that you can get toxic resistance for a defender.

As for expensive, I'd like to point out the reward merits she'll be getting from task forces (with an actual pay off for doing them) and hero merits, which she can get 1 per weekend. She'll also find as she gets herself tricked out, soloing the latter on -1/x1 will become real quick. Having a stealth proc and/or super speed helps out a lot, assuming she doesn't want to take regular stealth from the power pool as even more defense measure. Remember, having 2 things that give some form of stealth (power pool + SS, etc) gives you invisibility to nearly everything in the game. Only things that *could* possibly see through is Snipers, KoA, and Eyeballs from Rularuu. I might of missed something on the stealth list, but those are the only things that come to mind, and I think if you have two forms of stealth, you still beat snipers.

Defense is useful and an effective way to go on a build, but so is recharge. Honestly, 3-4 LotG 7.5 (Scorpion Shield/Maneuvers/Weave/Stealth) get you a long way, then Basi's Gaze for 7.5% recharge, Oblits/Red Fortunes for 5%, and Posi's Blast/Decimation for 6.5% go a long way. Depends on how you want to build her character honestly. When building a character, I look for Damage/Defense/Recharge as focus points. Most sets I use for those points tend to give me accuracy it becomes kinda meh to me. As long as my powers have 120% at minimum for accuracy, then I am happy. Any extra is just bonus, though some powers I do try to be even more accurate, like Transfusion or Acid Arrow but tend to still be happy with 120% accuracy.

I'm not on my computer as my boyfriend is currently working on making it faster, so I don't have access to mids right this moment. Otherwise, I'd gladly give you some push to start.

Edit: As an aside to typed defense, if you're going against an enemy that you know you'll have a hole again (like a Fortunata who has psionic defense), you can focus your ST hold and efforts on that enemy first before going on to enemies that you have the high defense to. Tactics does help a lot in even more defense. In short on the edit, know your holes and minimize your enemy's ability to use it against you.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Those are all fair points. I ended up playing around with a Mace Mastery build this morning, and found that the choice between Mace and Psy has become pretty tough!

Essentially, the Psy build brings the following to the table:

~3.31 End/sec gained (+0.2 from Perf. Shifter Proc); 1.03 End/sec drained
40% S/L Resistance
29% Psy Resistance
10.9-17.2% Defence to various types/positions
163.8% Recharge with Hasten (Perma)
Dominate
Mass Hypnosis

The Mace Build, meanwhile, comes in at:

~3.36 End/sec gained (+0.2 from Perf. Shifter Proc); 1.47 End/sec drained
22% S/L Resistance
17.5% Toxic Resistance
Softcapped S/L/E Defence
19.3-29.3% Defence to all other types and positions
142.5% Recharge with Hasten (Perma with one Siphon Speed)
Empty Clips/Dominate/Mass Hypnosis swapped out to fit in the Fighting pool

I'm sure these builds aren't perfect (I'll post them at the end for those who're interested), but they demonstrate the point. You're giving up some S/L/Psy Res, 21% Recharge, Dominate and Mass Hypnosis for significantly higher Defence values and some Toxic Res. I guess it comes down to how much value we can put on Defence going forward, and how much use she's likely to get out of Mass Hypnosis and Dominate. I'm leaning towards Mace right now, because the extra Recharge in the Psy build is pretty much superfluous compared to the value of the extra defence Mace offers. I'd still be sad to lose Dominate if it were my character.

(These are both first-pass builds - please don't pay too much attention to the level powers were chosen/slots were placed. )

Psychic Mastery:

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Mace Mastery:

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Posted

This would be my mace mastery possible suggestion. Feel free to edit as need be.

I didn't place a stealth proc in sprint, like you could do for more or less perfect stealth with SS. Also didn't mess with sprint/hurdle and the like. It's not of major importance to me. >.>


Hero Plan by Mids' Hero Designer 1.92
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Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Transfusion -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(34), Nictus-Acc/EndRdx/Heal/HP/Regen(34)
Level 1: Pistols -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33)
Level 2: Siphon Power -- Acc-I(A), EndRdx-I(5)
Level 4: Dual Wield -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(9)
Level 10: Empty Clips -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Swap Ammo
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(27)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Suppressive Fire -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(23), Dev'n-Hold%(46), BasGaze-Slow%(46)
Level 22: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(46), P'ngS'Fest-Dmg/Rchg(48)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
Level 26: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40), RedFtn-EndRdx(42)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Piercing Rounds -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(50)
Level 44: Web Cocoon -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), Krma-ResKB(48)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

I am absolutely positive that power boost does not buff power siphon or fulcrum shift in any way. There is no such attribute in the game as damage buff/debuff/resistance buff/debuff buffs.


 

Posted

Quote:
Originally Posted by Garent View Post
I am absolutely positive that power boost does not buff power siphon or fulcrum shift in any way. There is no such attribute in the game as damage buff/debuff/resistance buff/debuff buffs.
Second this, but it will boost the tohit of all powers.


Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor

 

Posted

Quote:
Originally Posted by Quaver View Post
Second this, but it will boost the tohit of all powers.
That's Power Build Up from power mastery you're thinking of, not Power Boost from Soul Mastery.

Power Build Up = 10% To-hit, 80% damage, 98.34% specials. It's 240 second recharge for 12.5 second duration.

Power Boost = 98.34% specials. It's 120 second recharge for 15 seconds.

Edit: What Garent originally said is correct. Power Boost itself does squat. Power Build Up does the 10% To-hit, but otherwise does squat.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Thanks for clarifying that, I shouldn't post with a hangover...


Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor

 

Posted

Here's an S/L/E soft-capped, perma-hasten (with 2x Siphon Speed or the Spiritual Paragon) Kin/DP that shouldn't break the bank too bad.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(7), Nictus-%Dam(11), Nictus-Acc/EndRdx/Rchg(25)
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(34)
Level 2: Dual Wield -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(5), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(37)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(11), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(43)
Level 6: Siphon Speed -- RechRdx-I(A), RechRdx-I(9), Acc-I(43)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(9)
Level 10: Swap Ammo
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(46)
Level 14: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(15), LkGmblr-Rchg+(15)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(43)
Level 18: Inertial Reduction -- Jump-I(A)
Level 20: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(37)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33)
Level 35: Piercing Rounds -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dam%(37)
Level 38: Hail of Bullets -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(46)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 44: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 47: Increase Density -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 10: Chemical Ammunition
Level 10: Incendiary Ammunition
Level 10: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod/Rchg(21), P'Shift-End%(50)


 

Posted

Quote:
Originally Posted by Quaver View Post
Thanks for clarifying that, I shouldn't post with a hangover...
Understandable, considering what a pain it is to get power boost on a defender that starts hero.


 

Posted

Quote:
Originally Posted by TensileSky View Post
You're giving up some S/L/Psy Res, 21% Recharge, Dominate and Mass Hypnosis for significantly higher Defence values and some Toxic Res. I guess it comes down to how much value we can put on Defence going forward, and how much use she's likely to get out of Mass Hypnosis and Dominate. |
I noticed a lot of difference in survivability on my Cold/Sonic defender after getting S/L defense to the soft cap, even in things with a wide variety of damage coming in like the LRSF AV fight, which I ran while over redside for Mace Mastery.

But part of it depends on what your girlfriend's playstyle is like. Some people would rather turn on some shields and just play their character and not have to worry too much, and since Kin is pretty busy anyway, thats not a bad call. Some people would rather have a wider variety of tactical choices and choose exactly the right tool for the situation, and rely on things like insps, timing attacks, etc. if its getting sticky. So I think either of the above options is a pretty decent one, and make the final call based on what she likes.


 

Posted

I started to try to read this whole thread before I made this point but I am on my phone at work and there are some extremely long posts. I just wanted to note that if you want to use a power boosting ype power...go soul mastery and actually take power boost. Faster recharge bc you lose the build up part of the power but that shouldn't be an issue as a kin who can cap their own damage.


 

Posted

Quote:
Originally Posted by BL00DBATH View Post
I started to try to read this whole thread before I made this point but I am on my phone at work and there are some extremely long posts. I just wanted to note that if you want to use a power boosting ype power...go soul mastery and actually take power boost. Faster recharge bc you lose the build up part of the power but that shouldn't be an issue as a kin who can cap their own damage.
That's the thing, there's little that gets use out of Power Boost in both Kinetics and Dual Pistols.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Well, that's not entirely true, a power boosted transference is pretty sweet. And transfusion can make a huge heal, but that's not usually that big of a deal. But you are correct. Like I said didn't read the whole thread, but I did read mention of Power Build Up, so I just wanted to make that point.


 

Posted

As promised above, I'm posting the build of a kin/rad defender friend of mine. 46/38/30/24% Smash-Lethal/AoE/Melee/Ranged, which is not bad considering he couldn't fit Leadership for Maneuvers.

Its lighter on recharge and heavier on defense then I'd do, but he is a very aggressive player [his motto is "I can be SURE to get a good Fulcrum Shift if I beat the tank in! ] A couple of attacks are just slotted with defense debuff for the set bonuses, no damage, but a kin can get away with that more easily since they are often damage capped. Think of it as one extreme for whats possible on a defensive kin build, and see what you are comfortable with.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/


Ovrclk: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Rchg(3), Nictus-Heal/HP/Regen/Rchg(5), Theft-Acc/EndRdx/Heal(5), Theft-Acc/EndRdx/Rchg(7)
Level 1: Neutrino Bolt -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(7), ShldBrk-Acc/Rchg(9), ShldBrk-DefDeb/EndRdx/Rchg(9), ShldBrk-Acc/EndRdx/Rchg(11), ShldBrk-%Dam(11)
Level 2: Siphon Power -- Acc-I(A), RechRdx-I(21)
Level 4: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 6: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(19), Zephyr-Travel/EndRdx(19)
Level 8: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17)
Level 12: Speed Boost -- Winter-ResSlow(A)
Level 14: Electron Haze -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(23), Det'tn-Dmg/Rchg(25), Det'tn-Dmg/EndRdx/Rng(25), Det'tn-Dmg/Rng(27), Achilles-ResDeb%(27)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 18: Kick -- T'Death-Acc/Dmg(A)
Level 20: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), LkGmblr-Def(31)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42), LkGmblr-Rchg+(43)
Level 26: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 30: Proton Volley -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(37), ShldBrk-Acc/Rchg(37), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(39), ShldBrk-%Dam(39)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(48)
Level 35: Neutron Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rchg(40), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/EndRdx/Rng(40)
Level 38: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 41: Scorpion Shield -- HO:Enzym(A), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Inertial Reduction -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(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)



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