Leveling Kin/Rad tips/build with SOs


Darkknes

 

Posted

Hey Defenders. I just made a Kin/Rad guy and I'm very unsure about a lot of the abilities I should be taking/avoiding, what I should be slotting or focusing on, etc. Anyone have a basic leveling build plan for use with SOs? Any IO sets that are absolutely essential that I can start picking up early?


 

Posted

Because kinetics is a fire hose full of endurance, recovery, +recharge, and heals, there aren't a ton of IO bonuses you would orndinarily strive for. That being said, there is one big thing kinetics want in piles: accuracy/+tohit. To this end, Rad blast is a fine complementary secondary.

There are no real clunkers in kinetics; even repel has a role if you choose to find opportunities. Siphon power is not as critical at higher levels, for +damage, but the -damage is always useful. Siphon Speed will increase the user's recharge, but it is not widely known from what I read that Siphon Speed's -speed/-recharge debuff of the target is IRRESISTIBLE! Transfusion, transference, speed boost, fulcrum shift, increase density, and inertial reduction are all fairly straight-forward. Transfusion has the -regen you want to spam ASAP on the AVs and hard targets. Remember all but the ally buffs that require a target require a to-hit roll, and contain a debuff effect as well when they hit.

The following concepts should be considered when rolling a kinetic:

Accuracy/To-hit: Do I want tactics and/or Aim and how much reliance on rad blast -defense?
Stealth: Superspeed +stealth or a stealth proc means you can zip into position against most target (rularuu, rikti drones, nemesis snipers, crey sharpshooters et al be damned) for a nice opening volley of fulcrum shift.
Travel: Can you hang with just inertial reduction and siphon speed? (Don't forget, inertial reduction is NOT suppressed by attacks like fly, superjump, and superspeed) The new paid-for packs such as beast run and rocket board deal a lot with these issues. Safeguard/mayhem mission bonuses and other jet packs ease the travel crunch, esp verticality.
Pool powers: There used to be a crunch to get stamina, then respec out of stamina and into leadership, and what about hasten to get superspeed? A lot of this has been hashed out with inherent fitness. I like the speedboost/grant inviz combo for teammates to enable safer stealthing After Fulcrum Shift, Assault has less utility, maneuvers helps your own defense, Tactics is a big + and vengeance is nice.

The last hurdle you will find is the animation rates on your attack, buff/debuff powers will crowd out activations faster than the ability of the powers to recharge. In other words, you will have more powers available to click than what the animations will allow you to activate. In suck cases, remember to include transfusion on a regular cycle for your own sake.

Rad blast is very flexible in use. For a kin, neutrino bolt, x-ray, irradiate, cosmic burst, neutron bomb, and of course your NUKE(!) will keep you rolling. Again, neutrino bold and x-ray are very useful since they are short animations.

Good luck.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.