Anyone run Kin/AR?
AR and Kin do not synergize well at all. Kin is an up close and personal set while AR is best at range due to the cones. Additionally, the recharge bonuses from Speed Boost get tempered somewhat by the long animation times of AR.
Honestly, AR is the worst pairing with Kin of any of the defender secondaries.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
Eh, it's for laughs. Just wondered if anyone else *had* run it.
Should know by now I'm not going for perfect synergies or anything close to min/maxing. Even min/middling.
I have, in reverse. My corruptor was nicknamed 'Dick Tracy' as I gave him a yellow overcoat and hat and ran with a superteam supergroup called Brutal Speed some years ago.
I still blame myself for what happened to AR, even if it was for the better, as I admit bragging on the boards about the combo.
Web Envelope + Fulcrum Shift + Ignite was doing insane things with hasten and siphon speed. This was back when Ignite was recharging in 3 seconds without any recharge buffs, and without fulcrum I was doing over 500 damage every 3 seconds basically. I am skipping the glory of the other cones because you can figure that out for yourself.
I swear, within two months of me talking endlessly about it on the boards, the devs rebalanced the entire set around Ignite, shortening the recharge on everything else and then nerfed Ignite's recharge into the ground.
I realize Defenders are not exactly the same but let's just say it was a very fun toon. Yes, there is some redraw hell, but now with AOE sb, I feel like pulling him out of retirement one of these days.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I agree it's a bit rough but the combo is great on teams. It can be good solo as well but you have to really watch it.
My Ar/Kin was a Gunslinger Malta toon...he was made way before DP came out.
I have ran the combo on Virtue (named Amphetamines). I plan (though currently haven't because I'm lazy) on running him red side and picking up Mace Mastery. First reason: Scorpion Shield + Weave + Maneuvers + set bonuses = softcap to Smash/Lethal/Energy. May be able to get away without Weave if you invest more towards defense in set bonuses. Second: it has the mass immobilize that does not have knockback protection so you can use Repel to group them up for Ignite/FS while keeping them in place (if I feel like going that route). Psychic was my second choice for the build for safer FS when soloing. That and you can telekinesis into the corner if you really wanted to and then just transference all the endurance that telekinesis steals from 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
So, yeah. Yet another alt. >.>
I noticed I didn't have an AR defender. I don't have that many AR blasters, either, to be honest, but I'm looking around for sets I haven't used on ATs. (I don't have a stone brute, either.)
Yes, I actually have plotted out what combos I've used on what ATs. Call it satisfying my curiosity.
Anyway, for some reason, Kinetics/AR sounds interesting to me. I've actually rolled one up and gotten it all the way to level 4 (insert *chuckle* here.) Just wondering if anyone else has played one.
Current (rough) plan is to reserve a spot for procs in attacks (for things that are resistant - plenty of spots for Positron's Energy procs, for instance, and they tend to be easy to find.) Concentrating more on the solo build. I am actually fitting Repel in here for those times (after a nice Transferrence/Transfusion/FS) that things are getting too friendly.
Solo build - yes, it's almost all SOs/common IOs, it's how I work up basic builds before even messing with sets unless I have something specific in mind:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
RASTER Mk II: Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Assault Rifle
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Siphon Power -- Acc-I(A), RechRdx-I(3)
Level 1: Burst -- Acc-I(A), Acc-I(5), Dmg-I(13), Dmg-I(23), Dmg-I(33), Dev'n-Hold%(43)
Level 2: Slug -- Acc-I(A), Acc-I(5), Dmg-I(13), Dmg-I(23), Dmg-I(33), Dev'n-Hold%(43)
Level 4: Buckshot -- Acc-I(A), Acc-I(7), Dmg-I(7), Dmg-I(15), Dmg-I(34), Posi-Dam%(37)
Level 6: Combat Jumping -- Krma-ResKB(A), DefBuff-I(19)
Level 8: Transfusion -- Acc-I(A), Acc-I(9), Heal-I(9), Heal-I(31), RechRdx-I(48), EndRdx-I(48)
Level 10: M30 Grenade -- Acc-I(A), Acc-I(11), Dmg-I(11), Dmg-I(34), Dmg-I(34), Posi-Dam%(45)
Level 12: Stealth -- EndRdx-I(A)
Level 14: Siphon Speed -- Acc-I(A), RechRdx-I(15)
Level 16: Maneuvers -- EndRdx-I(A), EndRdx-I(17), DefBuff-I(17), DefBuff-I(45), DefBuff-I(48)
Level 18: Inertial Reduction -- RechRdx-I(A)
Level 20: Sniper Rifle -- Acc-I(A), Acc-I(21), Dmg-I(21), Dmg-I(31), Dmg-I(40), Mantic-Dam%(50)
Level 22: Repel -- ExStrk-Dam%(A)
Level 24: Tactics -- EndRdx-I(A), EndRdx-I(25), GSFC-Build%(25)
Level 26: Transference -- Acc-I(A), Acc-I(27), EndMod-I(27), EndMod-I(31), EndRdx-I(45)
Level 28: Flamethrower -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(42), Dmg-I(42), Posi-Dam%(43)
Level 30: Assault -- EndRdx-I(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33)
Level 35: Ignite -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37), Posi-Dam%(37)
Level 38: Full Auto -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40), Posi-Dam%(40)
Level 41: Mass Hypnosis -- Acc-I(A), Acc-I(42), RechRdx-I(50), RechRdx-I(50)
Level 44: Dominate -- Acc-I(A), Acc-I(46), RechRdx-I(46), Hold-I(46)
Level 47: Mind Over Body -- EndRdx-I(A)
Level 49: Beanbag -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(19)
Level 4: Ninja Run
The team build, of course, drops things like Repel (since I shouldn't have stuff that close to me for long) to grab Speed Boost and ID, and rearranges things to get them early.
Any questioning of sanity - well, never claimed any to begin with. (This is, after all, a "what the hell, why not" character for fun.)