KM/SD build critique


DoubleSZ

 

Posted

Hey all,

I've been working on a build for my Kinetic Melee/Shield Defense character for a while now, and i've come up with a build. However, I've got a few questions regarding it:

1) I've spend a lot of time getting my recharge up to get the optimal attack chain and get PS up as much as possible, however my build lacks AoE defense. Is it that common and important to have it softcapped as well?

2) I'm doubting wether I've got enough recovery in my build... Would it be wiser to drop fire mastery and switch to body mastery instead, and give up for the extra AoE damage?

3) What incarnate slot would be recommended for this build? (personally was doubting between cardiac and musculature)

4) I don't have a travel power, usually if i do that, I will slot them for run speed as well to gain a reasonable speed with sprint + ninja run... However in this build I didnt have the space for it, should I take one either way or just ignore it?

Also feel free to critique my build on things that might be wise to change

Thanks in Advance!!

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

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Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Acc/Dmg(23), FrcFbk-Rechg%(25)
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), LkGmblr-Rchg+(5)
Level 2: Body Blow -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(39), Mako-Acc/Dmg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(42), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(50)
Level 6: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(13), GSFC-Build%(13)
Level 8: Battle Agility -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(9), LkGmblr-Rchg+(11)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: True Grit -- Heal-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15), RechRdx-I(17)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 28: Weave -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29), LkGmblr-Rchg+(33)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), LkGmblr-Rchg+(31)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(37)
Level 38: Aid Other -- Heal-I(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- RechRdx-I(A), EndRdx-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Aid Self -- IntRdx-I(A), Heal-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25), Numna-Regen/Rcvry+(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(37), P'Shift-End%(39)



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Posted

Your defense toggles should have endurance reduction. Read about Enhancement Diversification. Basically, you shouldn't have more than 3 standard IOs or SOs worth of one enhancement type in a power.

Combat jumping is over-slotted. You aren't getting much benefit by going past 2 slots.

Your toggles should have endurance reduction if you are worried about it.

Procs should be in attacks you use more than once in your chain. Someone posted the optimal attack chain in a recent KM build, or you can look here: http://boards.cityofheroes.com/showthread.php?t=255725

You can calculate your endurance consumption from your attack chain. Add up the total endurance use of your attacks then divide by the total Arcanatime (Mids' can be set to display this in the options) animation times of your attacks. That will give you endurance per second of your attack chain. Add that to your end use displayed by Mids' and compare to your total recovery. My guess is you will find that slotting for recovery bonuses isn't doing you much good.