*/Kin Suggestions


Amy_Amp

 

Posted

So I was looking at Rad/Kin and it seems great... Only thing is I don't see any builds or anyone even mention it... Not even AR/Kin... Am I overlooking something?!

P.S. Please I would like not to hear about Fire -_- gets kinda old :P


 

Posted

Ice/Kin is great since the damage ratio on the rain powers of that set are sooo very good. Blizzard is especially useful on a corr since each tick can scourge and it does more damage than any other nuke at base. Add Fulcrum Shift, and Ice Rain + Blizzard is one of the most devastating combos availible. Blizzard is also able to be used very often since you have high recharge from Siphon Speed and can regain all of your blue bar thanks to Transference.

AR/Kin never seemed like a good combo to me since you go into melee range to self-buff, then back off again to get full use of cones.

Fire > Ice > Rad, imo.


 

Posted

I like the idea of Rad, I was just wondering is the debuff on it actually worth it or ice is just overall better?


 

Posted

The thing about Rad/ is that it has high base Acc and does -def. Those two attributes aren't very useful when you consider the prevalence of +acc from set bonuses and +tohit for self buffs and ally AoE buffs. -Def powers do let you use the Achilles' Heel proc, but that can only apply once globally(from any attacker), at any time. Rad/ has good AoE, but I think Ice/ is better. This is because Scourge makes Rain-type powers better on a Corr. Design a Ice/Kin around your rain powers and Kinetics powers and you will have a killing machine. Ice/ also has comparable single target attacks to those of Rad/. Ice ALSO has two holds, which gives you a good deal of utility.

When it comes right down to it, Rad/ and Ice/ are both good sets. If you like Rad/ go ahead and use it.


 

Posted

One thing you should consider is that kin is a very melee oriented set. In order to receive the endurance, heals and damage bonus for your own kinetic abilities, you will be required to constantly be in melee range.

Ice has a few good abilities for close up fighting, namely the rain and breath spells, and it also has a few tricks with it's -recharge debuffs that may help keep you alive. Over all, however, ice is somewhat under performing, it has good single target damage, but it's AE is weak.

Rad on the other hand gives no edge to survivability, but has an excellent point blank ae effect which goes hand in hand with the melee range idea. It is also a somewhat under-performing set in general, as the -def often nets no appreciable increase in damage output for you or you team: most of you should be at hit cap before any rad debuffs, and the very hard mobs that you really need these types of debuffs for A, are very hard to hit in the first place and B) greatly resist such debuffs.


Other sets:
Dual pistol is something of a odd duckling, but has a excellent melee range crashess nuke that addes to defense and works very well with both your kin abilities and scourge(it's a pbae dot). Animatation times for most of dual pistols abilities are horrendously slow and often goofy looking however.

Fire:
You can not go wrong with fire, it has single target damage that surpasses even ice but far far better ae damage as well. It is also, like ice, rarely resisted.

Sonic:
Debuffs that mean something, it is not hard to stack -45 damage resist on a single target with sonic, greatly increasing your entire teams damage output, but also completely stacking with your kin abilities as well. It has good single target but only mediocre ae abilities.

Archery:
This is a jewel of set, a great crashless nuke, small fast attacks that work well with scourge, and a decent mix of AE and ST damage. Has some issues with redraw however.

Dark:
An under rated and under played set. The only blast that has an AE root in it and full of -tohit debuffs that can absolutely assist you in your kinetic exploits, more about utility that damage but well worth the price of admission. The combination of the -damage from kin and -hit from dark can truly turn this combination into a pseudo controller.


 

Posted

i have a dark/kin and i dont really care for it atm, might reroll him as something else

i have also tried archery/kin and i really liked that one, but i deleted him cause he was a defender, no scourge and i also deleted him when archery became avail to use on corrs

the combos that i have seen work well are fire/kin, rad/kin, dual pistol/kin, archery/kin, and ice/kin

basically anything with a lot of aoe dmg will really net you good synergy with kin


 

Posted

Quote:
Originally Posted by Deevian View Post
Sonic:
Debuffs that mean something, it is not hard to stack -45 damage resist on a single target with sonic, greatly increasing your entire teams damage output, but also completely stacking with your kin abilities as well. It has good single target but only mediocre ae abilities.
It also has a cone sleep in Siren's Song, which makes it far more survivable solo. You can knock out a whole spawn and kill them one by one; or knock them out, /kin buff yourself off of them without waking them, and cut loose with your nuke.


Arc #40529 : The Furies of the Earth

 

Posted

I have a Kin/rad defender and it's a total flying by the seat of your pants playstyle. Because of that, a number of people will write it off. the -def helps you hit, but as mentioned I don't see -def being that valuable of a debuff in the end. The AoEs do help out the set, but I only take two of them and the nuke. I skip the one with some KB mostly due to the long animation. One good thing about Rad is that it takes the -res proc.

Ice/kin. What little bad I can say about Ice, Kin pretty much covers it. The AoEs have longer recharges(Hello Kin), but they do blaster level damage. Let that sink in. It's probably the only Kin combo I haven't played to a decent level that I probably should have.

Sonic/kin. Stuff just dies. I got a level 50 Kin/sonic and it works rather well. Shout's animation feels long and I loath the sound effects for it, but that's about the only bad I can say about it. Of the 7? Kins I'm currently playing, it's most likely the best/most fun one I'll have at 50 outside of my Fire/kin corr and controller. This considering all of them being 50. So far only two of them are.

Dark/kin. Defensive with fast recharging AoEs, which only get made faster. The issue? Dark is so DoT based it really takes away the oomph that Kin tends to give sets. Look at it this way. T.T. has a DoT time of 7.1 seconds. It recharges in 10. With slotting and Kin you would be using T.T. again before the first one does it's full amount of damage. Nightfall is at least better due to the 2.8 DoT second time. If you want something outside of the box in terms of Dark blast, pair it with something that does -res and abuse damage procs. Damage procs are not buffed by +dmg. Something like a Traps/dark defender is just begging for proc abuse.

I'm probably missing one, but those would be my best picks outside of the OMGWFTBBQ!!! of Fire/kin.


 

Posted

I was thinking of starting a Arch/Kin, softcapped to S/L. How does this build look, both performance wise and cost wise? I already have the purple sets and LotGs, so it would just be getting the other IOs.

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

Click this DataLink to open the build!

Cosmic Archer: Level 50 Mutation Corruptor
Primary Power Set: Archery
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5), Nictus-Acc/EndRdx/Rchg(5)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(37)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(43)
Level 6: Blazing Arrow -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(23), Apoc-Dam%(25), Thundr-Acc/Dmg/EndRdx(46)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(46)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Clrty-Stlth(A), Clrty-RunSpd(46)
Level 16: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21), RechRdx-I(37)
Level 18: Increase Density -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(19)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(23), LkGmblr-Def(45)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 26: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 28: Inertial Reduction -- Jump-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), RedFtn-Def/EndRdx(33)
Level 32: Rain of Arrows -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34), Ragnrk-Knock%(34), Det'tn-Acc/Dmg/EndRdx(34)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(36), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Web Envelope -- Acc-I(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(50), RedFtn-EndRdx/Rchg(50)
Level 49: Tactics -- Empty(A), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45)
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 6.75% Defense(Melee)
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 5% Enhancement(Heal)
  • 49% Enhancement(Accuracy)
  • 72.5% Enhancement(RechargeTime)
  • 14% FlySpeed
  • 164.65 HP (15.37%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 12.1%
  • 14.5% (0.242 End/sec) Recovery
  • 36% (1.61 HP/sec) Regeneration
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 14% RunSpeed


@Ethical Inquiry

 

Posted

Quote:
Originally Posted by Lalow View Post
So I was looking at Rad/Kin and it seems great... Only thing is I don't see any builds or anyone even mention it...
I have a rad/kin and there is a rad/kin guide out there, and a defender version, although the defender version tries to convince you to go roll another toon.
I can post my rad/kin if you want. It is a low cost build that got me through Alpha T4 and 3 Masters.