Kin/Elec --- not sapping?


Airhammer

 

Posted

Hello -

Seeing the synergy of kinetics and electric, I've been running around having initial fun draining, transferring, and shocking things.

However, I've been waiting for the described "sapping" part to show up. I'm sad to say, I'm not seeing the results I've read others describe about electric.

I'm watching enemy endurance bars and seeing very, very little endurance being drained and even less being transferred back to me. Is it simply that this only gets better with level/IO's?

Side note: I am having a BLAST with the otherwise dreaded "Repel". Boy, this ability is way under rated. I slotted it with end reduction and +KB... nothing bothers the other backfield support/ranged with me around. I "ping" the loose baddies back to the tank/brutes for a quick pick up however, my thoughts of refilling endurance with /electric just isn't jiving.


 

Posted

Short Circuit is your bread and butter End Drain. 3 slotted with End Modifiers it drains about half a mobs endurance. 3 Recharges and hasten ((EDIT: Thats stupid. 1 recharge and 2 accuracy. You -have to hit- with it. My early morning stupidity)) and you'll have it back up reasonably fast enough to completely drain them. It also prevents end regen for 10 secs, which is pretty important. Transfusion is second for end drain, taking about 10 or 15 end from them, giving you that last little bit they rega (along with the - Healing to them and +healing to team)

Transference is next - and is the true - 'Sap' of the power set combo. Its where you get lots of end back, in the same manner as Transfusion gives life. Everyone loves Transference. But its single target, unlike Short Circuit which hits up to 16. But, hit the Boss/AV with Transference, then short circuit, followed by a Transfusion on the Boss and he'll have very little Endurance left.

the 'Sap' part of Electric is barely noticeable - Charged Bolts and Lightning Bolt only return about 3 or 4 end un slotted. Its better to slot for Damage and Accuracy, and just enjoy the little bit back. Plus, with Vigilance you rarely have an end problem unless you are running a lot of power pool toggles.

I love my Kin Electric. your not Sapping just End, but life (Transfusion) Damage (Siphon Power/Fulcrum Shift), Speed/Recharge (Siphon Speed)


Repel: Can be very fun. The reason most Kin/Ele don't take it is we're sometimes (laughably sometimes) referred to as Scrapenders. We need to be close for our heals. We need to be close for Short Circuit. We need to be close for transference. We need to be close. And if you have a melee heavy team you have to be close for Siphon and Fulcrum. Usually its best to Siphon/Fuclrum with the biggest number of damage dealers are, then rush in to short circuit ect. And just stay in melee. Thats why I always have Hover, but don't go any other travel powers (who needs em? :P)

Repel doesn't get used very much because of that fact. Situationally or Soloing you're right, its pretty great. Group wise, it has a lot of downfalls so its regulated to the back when power choices are scarce. Leveling a new Kin/Electric right now, I find that with Fitness being inherent, and not needing a travel power thanks to Ninja Run (Plus spring+Siphon Speed+Inertia Redux) i don't have to struggle to find room to take powers. I dont take Increase Density early (it's rarely useful or remembered) and while i could take Lightning Ball, i find i rarely have time in a group to hit most of my attacks with Recharge anyways due to trying to keep Transfusion and Siphon Power going constantly, along with Short Circuit.


Also, note: two short circuits from 2 electric blast toons? = Drained Mobs in the first 5 seconds of battle. Sooooo awesome. If you have a friend run with them having electric blast on a toon too. totaly awesome.


 

Posted

Ill be honest
Level 50 Elec/Elec Blaster.. great at sapping !! fun toon.
I tried a Kin/Elec.. got it all the way to 50... sucked.. terrbile at sapping
Then rolled a Elec/Kin Curruptor.. all the way to 50,, sucked less.. but still sucked..

Then I rolled a Elec/Elec Dominator... SapTASTIC !!
Also have an Elec/Psi Dominator... also SapTASTIC !!!


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

"Sapping" is an offensive ability and Defenders Offensive powers are weaker than the other AT's, you do however get Transference earlier and it is great at sapping but really it is not supposed to be your main focus on a kin.


 

Posted

Also consider picking Power Build Up from the Power Mastery epp. I have a FF/Elec defender and can sap very well. PBU+Short Circut does a full drain on most mobs. Short Circuit followed by a few ball lightnings slotted for endmod does it too.

Not sure if the Power Boost under Soul Mastery from Ghost Widow patron does the same thing or not. Its recharge is half that of PBU from Power Mastery and might be a better choice if it does.

This guys is a great support toon. He's capped for def, so he can follow the main tank into the middle of a spawn and keep firing off PBU, short circuit, and ball lightning. Pretty soon nothing is fighting back.


We don' need no stinkin' signatures!

 

Posted

Ahh I see. It seems there were a few things I didn't realize.

However, now that I understand I think this question's showing me that a Defender isn't best suited for what I had in mind.

Too bad.. I <3 Defenders.


 

Posted

I really need to do a full ramble write up on Kin/elec and just do a copy/paste when it gets talked about. The really short version is Kin/elec is decent at sapping before epics, but adding in Elec, or Power mastery really makes it work. Granted, there is the issue of how effective end drain is in this game, but that's for the ramble.

I think Kin/elec has to be viewed from the idea of whatever end drain happens is a mere bonus for the build. If your golden idea is playing an end sapper that's really effective because of it, you will sadly be disappointed. Look at it this way. You hit Power Sink and SC to completely end drain a mob. A controller has already AoE mezzed the mob and started controlling the boss, or anything missed. Yay, they have no end. Boo, they weren't attacking anyway. Even on my Elec controller, the best part for one of the powers isn't the end drain. It's the end it gives you and teammates.


 

Posted

Here's somethigng else you can do with your kin/elec: Trolfender (redundant, amirite?).

I'm serious. Most of your attacks take a Chance to Hold AND a chance to STUN proc. Short Circuit, Transference and Transfusion take a chance to stun proc. You have access to two holds: Telsa Cage and Shocking Bolt (Electric APP).

here's a sample build. Its VERY cheap afaik, fun to play (IMO) but could use some work. Still, it might give you some ideas:

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

Click this DataLink to open the build!

Great Experiment MK2: Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Medicine
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Transfusion

  • (A) Touch of the Nictus - Healing
  • (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (13) Touch of the Nictus - Accuracy/Healing
  • (15) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (15) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (40) Energy Manipulator - Chance to Stun
Level 1: Charged Bolts
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (5) Devastation - Chance of Hold
  • (7) Energy Manipulator - EndMod
  • (7) Energy Manipulator - Chance to Stun
Level 2: Lightning Bolt
  • (A) Thunderstrike - Accuracy/Damage
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Endurance
  • (11) Devastation - Chance of Hold
  • (11) Energy Manipulator - EndMod
  • (13) Energy Manipulator - Chance to Stun
Level 4: Siphon Power
  • (A) Recharge Reduction IO
  • (17) Accuracy IO
Level 6: Siphon Speed
  • (A) Recharge Reduction IO
  • (17) Accuracy IO
Level 8: Ball Lightning
  • (A) Positron's Blast - Accuracy/Damage
  • (19) Positron's Blast - Damage/Recharge
  • (19) Positron's Blast - Damage/Endurance
  • (21) Positron's Blast - Accuracy/Damage/Endurance
  • (21) Energy Manipulator - EndMod
  • (23) Energy Manipulator - Chance to Stun
Level 10: Short Circuit
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (25) Efficacy Adaptor - EndMod/Accuracy
  • (25) Efficacy Adaptor - Accuracy/Recharge
  • (27) Energy Manipulator - EndMod
  • (45) Energy Manipulator - Chance to Stun
Level 12: Speed Boost
  • (A) Endurance Modification IO
Level 14: Aid Other
  • (A) Interrupt Reduction IO
  • (27) Miracle - Heal
  • (42) Miracle - Heal/Endurance
Level 16: Stimulant
  • (A) Interrupt Reduction IO
Level 18: Inertial Reduction
  • (A) Jumping IO
Level 20: Aid Self
  • (A) Interrupt Reduction IO
  • (29) Miracle - Heal/Recharge
  • (31) Miracle - Heal
Level 22: Zapp
  • (A) Calibrated Accuracy - Accuracy/Damage
  • (31) Calibrated Accuracy - Accuracy/Interrupt
  • (31) Calibrated Accuracy - Accuracy/Damage/Recharge
  • (33) Calibrated Accuracy - Accuracy/Recharge
  • (33) Calibrated Accuracy - Accuracy/Endurance
  • (33) Energy Manipulator - Chance to Stun
Level 24: Aim
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 26: Transference
  • (A) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - EndMod/Accuracy/Recharge
  • (36) Performance Shifter - EndMod/Accuracy
  • (36) Performance Shifter - Accuracy/Recharge
  • (36) Energy Manipulator - Chance to Stun
Level 28: Increase Density
  • (A) Recharge Reduction IO
  • (29) Resist Damage IO
Level 30: Tesla Cage
  • (A) Devastation - Chance of Hold
  • (37) Energy Manipulator - Chance to Stun
  • (37) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (39) Lockdown - Recharge/Hold
  • (39) Lockdown - Accuracy/Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 32: Fulcrum Shift
  • (A) Recharge Reduction IO
  • (37) Accuracy IO
  • (42) Accuracy IO
  • (48) Recharge Reduction IO
Level 35: Voltaic Sentinel
  • (A) Energy Manipulator - Chance to Stun
  • (39) Edict of the Master - Damage
  • (46) Edict of the Master - Accuracy/Damage
Level 38: Thunderous Blast
  • (A) Energy Manipulator - Chance to Stun
  • (43) Performance Shifter - EndMod/Accuracy/Recharge
  • (43) Positron's Blast - Damage/Recharge
  • (43) Detonation - Accuracy/Damage
Level 41: Electric Fence
  • (A) Energy Manipulator - Chance to Stun
  • (42) Devastation - Chance of Hold
  • (46) Devastation - Accuracy/Damage
Level 44: Thunder Strike
  • (A) Kinetic Crash - Damage/Knockback
  • (45) Kinetic Crash - Damage/Endurance/Knockback
  • (45) Kinetic Crash - Accuracy/Damage/Knockback
  • (46) Kinetic Crash - Accuracy/Knockback
Level 47: Shocking Bolt
  • (A) Energy Manipulator - Chance to Stun
  • (48) Lockdown - Chance for +2 Mag Hold
  • (48) Devastation - Chance of Hold
  • (50) Devastation - Accuracy/Damage
  • (50) Lockdown - Accuracy/Hold
  • (50) HamiO:Peroxisome Exposure
Level 49: Resuscitate
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Empty
------------
Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 6.875% Defense(Energy)
  • 6.875% Defense(Negative)
  • 3.438% Defense(Ranged)
  • 2.25% Max End
  • 23% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 3.75% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 10% FlySpeed
  • 68.67 HP (6.752%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • 25% (0.418 End/sec) Recovery
  • 34% (1.444 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 1.575% Resistance(Fire)
  • 1.575% Resistance(Cold)
  • 13% RunSpeed



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PS: I made this build for stamina-less end recovery, but with inherent stamina now, that seems like a moot point. So yeah, definitely room to shuffle slots around with that... OH, and this was also a concept character, ie, no "super powers" (all her powers come from a pair of malfunctioning cybernetic hands), hence the medicine pool instead of something USEFUL. Still, just a rough guide of what i was talking about.


-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)