Kin Melee/Shield Defense: AAO+Power Siphon= Orgy of death?


Amy_Amp

 

Posted

Is this as good as it sounds?

Perma Hasten, Softcapped Kin Melee/Shield Defense, leveraging both Power Siphon and Against All Odds at the same time?

I searched the forum and I can't find anyone talking about this, so I am worried I am missing something rather important?


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Kin Melee relies heavily on Power Siphon to get an almost constant high damage buff, so gets a proportionally smaller damage buff from AAO than a primary like say, Fire, which only has BU. Having to build up to your optimal damage also means you can't just open with SC like many others would.

It's not so much drawbacks as it is lack of particular synergy. KM/SD would be great, because anything with SD is always great.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Kin Melee relies heavily on Power Siphon to get an almost constant high damage buff, so gets a proportionally smaller damage buff from AAO than a primary like say, Fire, which only has BU. Having to build up to your optimal damage also means you can't just open with SC like many others would.

It's not so much drawbacks as it is lack of particular synergy. KM/SD would be great, because anything with SD is always great.
Aw. Explains why I can't find anyone discussing the build at all.
Scrapping it.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

I've got a KM/SD levelled to 50, though I only have a budget build on it at the moment. Whether in game or looking at Mids, there is ample synergy between the two sets. The attacks appear balanced against other sets, without any consideration for the impact of Power Siphon.

The first three attacks animate quickly and recharge quickly, which means they tend to have lower base damage than faster-animating or slower-recharging equivalents. Compared to similar powers, though, the numbers are dead on. Compare QS to Shadow Punch or BB to Sting of the Wasp, for instance.

Two things are a little limited within the set: CS's recharge and PS's recharge. Other T9 single-target attacks recharge in 12s-15s, but CS starts at 20s. It hits a bit harder and can instantly refresh PS, but that's a big jump that keeps it from being a regular contributor in your attack chain. PS recharges in 120s, compared to traditional Build Up powers recharging in 90s. That another 33% wait time, but it does last twice as long, so there is a bit of give-and-take there.


 

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KM/SD is just as comparable to DM/SD, it just takes a ... bit more effort. Power Siphon can be dropped down far enough to have a "virtually non-existent downtime." Trigger PS, ramp up, lasts for 20 seconds, but the buffs continue to drop off for another ten seconds, so you really get a 30 second duration out of the deal. Overall you should easily average what could be compared to about an 80% Damage buff for thirty seconds (no math's calculated, just estimating). At minimum it's going to take about six to seven seconds to get up to 156%, maintain it for 20, drop down to ~120, and cascade from there for the next ten seconds until the last attacks buff wears off (give or take a few seconds depending on when you last fired an attack and when PS "ends").

DM does similar in Soul Drain (albeit a buff that lasts consistently for 30 seconds instead of "mostly"), but also has to face a five to ten seconds downtime in most cases (or up to 15 seconds for builds that don't have a cramming of global recharge).

The trade-off here, though, is Concentrated Strike. This one power does more damage in exchange for cutting off its' critical chances and giving you a random chance to pop Power Siphon back up. So you can easily gone from PS "cascading down" for ten seconds, or keeping it active for 40, which is a potentially significant upswing on Soul Drain, but in the end becomes an equal wash. This is why I consider both to be equal in the long run, just why one requires a bit more work.

The positives for KM are in its negatives. It may require a bit more attentive effort than a DM, but KM isn't restricted by "what's nearby." You take away Soul Drain's cannon fodder, and KM's ability to single-handedly perform at high damage levels rises to the top. Not saying you (as a KM) don't benefit from having a mob on you as well with AAO, but the loss of a mob is significantly less than it would be for a DM.

To say there's a lack of synergy, well, that just doesn't make sense. DM/SD requires a mob, so AAO and Soul Drain can work together, but a KM/SD doesn't need the mob so much, so it can avoid the need to have 10 other things beating on your chest. And in regards to "what attack you can lead off with", whether I lead with Concentrated Strike and work my attack chain, or I use it as my five attack in the chain, is comparing Apples to Oranges. A KM who uses CS first, is gimping himself. You PS and start the chain so that when you fire CS it's 5th or 6th in your chain and it gets close to, if not all of the potential +Dam% you just generated. A 156% boosted CS is far superior to an 80-100% Greater Fire Sword/Midnight Grasp/Etc (Critical Chance aside).


Quote:
Originally Posted by Arcanaville
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Posted

If you're going to drop a page-long post about your love for KM, the least you could do is read the two sentences post you're calling nonsense. What I said is there is no particular synergy between KM and SD.

Not even going to bother adressing the rest of your post, when people get emotional about a set facts don't matter.


 

Posted

Quote:
Originally Posted by Nihilii View Post
If you're going to drop a page-long post about your love for KM
I used to think the movie 'Idiocracy' was slightly satirical. I now realize it didn't go nearly far enough.


 

Posted

Quote:
Originally Posted by Nihilii View Post
If you're going to drop a page-long post about your love for KM, the least you could do is read the two sentences post you're calling nonsense. What I said is there is no particular synergy between KM and SD.

Not even going to bother adressing the rest of your post, when people get emotional about a set facts don't matter.

Who's dropping a page long love of anything? I was posting facts about KM to help support the very idea that was turned off by someone who said it had "no particular synergy", which isn't really a fair statement. And I said it doesn't make sense to say that, not that it was "nonsense", which implies a totally different tone. To say there's [no] synergy between KM/SD is like saying DM/SD is the only set with Synergy to */SD because it's the only one that has two powers that require a mob. KM, in regards to it's functions, act no differently than any of the other primaries it can pair with except DM.

There's nothing emotional about that. I have a DM/SD, and a KM/SR, and speak specifically on the experiences of the sets. The only reason I don't have a KM/SD is because I can't stand the twisted animations (and I don't like repeating secondaries).


Quote:
Originally Posted by Arcanaville
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Posted

Quote:
Originally Posted by Nihilii View Post
Kin Melee relies heavily on Power Siphon to get an almost constant high damage buff, so gets a proportionally smaller damage buff from AAO than a primary like say, Fire, which only has BU. Having to build up to your optimal damage also means you can't just open with SC like many others would.

It's not so much drawbacks as it is lack of particular synergy. KM/SD would be great, because anything with SD is always great.
This. Power Siphon looks great on paper but is not nearly as effective in game. In my experience, when you're on a team, it can be pretty frustrating. By the time you build up your power siphon with your single target attacks, most of the mob is dead from your teamates who are hitting build up and their aoes as the battle begins, making your power siphoned aoe attack kinda pointless. And often, by the time you get to the next group, some of your stacked PS is gone.

Some people love KM and thats great, and its wonderful when you're just wailing on a bag of hitpoints like a pylon, but if you want the uber SD combos, there is a reason most will list fire and electric as the top two combos, in terms of aoe carnage. Most of the game is about killing as much as possible as fast as possible, which means the name of the game is aoe, and KM is not very strong in that regard.


 

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Quote:
Originally Posted by Cyber_naut View Post
Most of the game is about killing as much as possible as fast as possible, which means the name of the game is aoe, and KM is not very strong in that regard.
Neither is Dark Melee.

I really don't understand people who get so fixated on AoE. "Most of the game is about killing as much as possible as fast as possible" is a playstyle choice, not a requirement.


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I made a KM/sd brute and rerolled as a scrapper vastly due to getting the name Overtake(he starts slow, but eventually...) I was tempted to do a journal of having it do AE missions and frankenslotting the build, but haven't officially started to do it. He's only 10, so not much to talk about. Anyway, I think of KM as a way for the developers to give a Claws/DB like set to shield since the BU type power is made more for DPS than burst. To me KM gives me more of a feel towards Claws 2.0 when Focus was so good and Claws did rather good ST damage. It still does decent ST, but Claws 3.0 to me moved more towards AoE damage. which it did rather good in as well.


 

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Quote:
Originally Posted by Cyber_naut
Most of the game is about killing as much as possible as fast as possible, which means the name of the game is aoe, and KM is not very strong in that regard.
Quote:
Originally Posted by UberGuy View Post
Neither is Dark Melee.

I really don't understand people who get so fixated on AoE. "Most of the game is about killing as much as possible as fast as possible" is a playstyle choice, not a requirement.
Agreed, AoE and "Kill it all as fast as possible" is a playstyle. Although I do see the sentiment in Power Siphon in a team regard. But, that goes back into the fact that it requires a bit of effort to work with. Not everyone's going to want to deal with the micro management of that power, and is most likely one of the larger reasons that DM overshadows KM so often. In a Team setting where people are moving around quickly, between the two, DM will be favored for its ability to sap-once, and keep moving. Where as KM is stuck managing it's Siphon as things collapse around them.

In the regard of AoE, though, DM outright lacks AoE beyond it's Cone (Soul Drain and Dark Consumption aside, given their recharge), and KM technically has a Cone and an effective enough AoE. If someone really wanted an AoE focal toon, DM nor KM are the route, and Electric or Fire definitely are. So it's really an entirely different kettle of fish, and would be a play decision for the OP.


Quote:
Originally Posted by Arcanaville
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Posted

I've found KM (/FA) particularly fun on Apex, Tin Mage, and the STF, where AVs and tougher targets in general are plentiful. I solo regularly at +4x8, and just tear through tip/radio missions. As far as teaming, I've not done much teaming on it outside of Apex and Tin Mage since hitting 50, but was nearly always teamed/TFing while leveling and it wasn't as bad as everyone is making it out to be. PS is up often, and even if it doesn't stack 5x due to team speed, having a constant/frequent 30-90% damage buff is very nice, and it is up often, and lasts a good time. Even without the buff, you do well. AAO and Shield Charge play into this a little differently than Blazing Aura, Fiery Embrace and Burn do, but you will not be hurting for damage. +30-45% rech from the Spiritual Alpha slot makes PS practically always up at 50. Frequently stackable, even if you can only have 5 of the damage portion stacked regardless. That made me sad. I was looking forward to +210/240% bonus damage, with FE, without team buffs. The lack of crit on CS isn't that noticeable, as the attack hits harder than normal regardless, and is frequently got 30-90% from just PS (AAO would add more), and for me at least, FE makes it so juicy, I one shot bosses plenty. The longer rech on it /is/ noticeable however (though not really an issue after the alpha, slotting, and sets). The nonboss portion of the mob isn't even worth mentioning, even at +4 if you blink, you won't even notice the rest of it was there, and I think you'd see something similar with /SD.


 

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Quote:
Originally Posted by UberGuy View Post
Neither is Dark Melee.

I really don't understand people who get so fixated on AoE. "Most of the game is about killing as much as possible as fast as possible" is a playstyle choice, not a requirement.

Dark Melee adds a unique survivability edge with siphon life, and it's build up power is much easier to use than KM's.

And I did not say that aoe or 'killing as much as possible, as fast as possible' is a 'requirement'. But if you are concerned about performance, and performance being killing as much as possible, as fast as possible (which I would say would be something the average scrapper would be aiming for since scrappers are killing machines, not healers, buffers, debuffers, resters, etc... and it's a playstyle that leads to faster leveling and more drops.), then you want as much aoe as possible. And you want a build up power that doesn't take a while to become effective, because by the time it becomes effective, most of your targets are already dead, especially if you are on a team with other baddie bashers.

If you don't play the game for performance, than any powerchoices can work for you. But if you play the game for performance, then clearly some sets and some powers are better than others. And imo, km/sd is not on par with combos like fire/sd, elec/sd and dm/sd. If you disagree, that's fine, but then I wonder what performance rating you are using to claim that km/sd is on par with these other sets. As I've stated in my other post, the only instance where I could see km/sd being on par with these other sets is in terms of wailing on a bag of hp over a long period of time, like pylons, where km can utilize its time consuming build up power, because in actual in game instances, especially on teams, that build up power is far more difficult to leverage.


 

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Quote:
Originally Posted by John_Printemps View Post
Agreed, AoE and "Kill it all as fast as possible" is a playstyle. Although I do see the sentiment in Power Siphon in a team regard. But, that goes back into the fact that it requires a bit of effort to work with. Not everyone's going to want to deal with the micro management of that power, and is most likely one of the larger reasons that DM overshadows KM so often. In a Team setting where people are moving around quickly, between the two, DM will be favored for its ability to sap-once, and keep moving. Where as KM is stuck managing it's Siphon as things collapse around them.

In the regard of AoE, though, DM outright lacks AoE beyond it's Cone (Soul Drain and Dark Consumption aside, given their recharge), and KM technically has a Cone and an effective enough AoE. If someone really wanted an AoE focal toon, DM nor KM are the route, and Electric or Fire definitely are. So it's really an entirely different kettle of fish, and would be a play decision for the OP.
It's a scrapper playstyle. It's what scrappers do. If killing the most stuff you can as fast as possible isn't the scrapper playstyle, what is it then...


 

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Quote:
Originally Posted by Cyber_naut View Post
It's a scrapper playstyle. It's what scrappers do. If killing the most stuff you can as fast as possible isn't the scrapper playstyle, what is it then...
Boss, EB and AV killers, perhaps. I'm almost never on teams of any size, but I assume they're safe enough for Blasters to cut loose with their AoEs, and I assume they're better at that than Scrappers (in trade for their lower survivability). With all the minions and lieutenants dead in a flash, I'd think Scrappers would be there to make sure the bosses and up die quickly as well.

But then, I'm not sure which side I'm arguing for, as that role still supports "killing as much as possible as fast as possible".


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Posted

i think km/sd has some synergy. people have spoken before about the stacked -dmg. not a whole lot of aoe though, but of course you can supplement that with epic/patron. the main difference is, for example, rage works on patron powers. power siphon, you have to activate 5 km powers first.

but i bet you sit yourself in a s/l farm, and you can run through it pretty fast with another aoe from epic/patron. km is a decent set overall. i like it so far. (24 atm on my km/sd)


 

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KM makes me think of the off spring that would be made if Energy Melee and Claws got together...

It's really quite a capable set that does well for solo'ing hard single targets such as AVs/EB/etc and is decent for larger spawns of lesser critters with Shield Charge and Burst. The -dmg that comes with both sets is also quite nice to have vs those harder hitting mobs. Sadly, we scrappers don't get access to Darkest Night epic power that Tankers and Brutes do but it's still a nice synergistic edge that no other scrapper set(s) can provide.


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