Another build for review and critique (Kin/Son)
I can't claim enough knowelge of Kin to know if it's useful slotting or not.
That being said, between Kins +Damage and Sonic's -Res... This is a toon meant to help decimate AVs.
I think the build needs some more work. I do think you need to rethink your power choices. I also do believe you might not know how much some of those IOs you are slotting are going to cost.
This build will cost several billions to build.
You mentioned wanting to teleport your team around but failed to pick up team teleport. Was it just too easy to teleport everyone at once ? You really want to Teleport one player at a time ?
Your looking to buff players but then picked a power ( your T9) that will crash your endurance making you unable to gain recovery for a short period of time and drops all your toggles. How helpful is this to a team ?
You have a recharge IO slotted in all your powers but failed to pick up siphon speed.
Game mechanic wise this build could be tweaked immensely. Concept wise its great, because its your concept to like.
Personally its the job of every player to bring their best toon to a team. It's not my job to make them better. Its my job to make them great. Your picking maneuvers, assault and tactics that are useless to you. Is this for the team as well ?
End result your asking for help on a concept build and like the other thread down below asking for the same help on concept build its just not going to work out. I think once players start looking at the build your just not going to like the answers your going to get. You are definitely not bringing your A game to a team.
Your not going to get best and concept together in the same build. You need to pick one or the other. Its not your fault its the games fault.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I would like to point out a couple of things...
First, you gave no concrete feedback for what WOULD make the build better. You just complained about my concept design... irony.
Second, billions of influnce? omg! what will i ever do. Such sums are clearly impossible to acquire... *snickering*
Third, have you ever tried to team teleport in a mission? TF? its easier and safer to stealth where you want the team to be and port them in be-it one at a time or port in another porter and port the rest together.... not difficult. and kinda fun.
Fourth, as for my t9 ability that drops my toggles and wipes me out... any decent Kin can pop a blue transference and get right back in business (again +end)
Fifth, the leadership pool is amazing for every team in almost any situation. Show me a way in which having it could hamper a team or player...
I welcome any ideas you have that WOULD make the build better but you have to give me something to work with not vague "it could be better" references...
After consideration i realize that Burnout is a wasted power.. which works out well cuz i wanted a cone attack anyways (-res ftw).
You know after second review it looks great..
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Some high level thoughts from a Kin/Sonic enthusiast:
Building for recovery really isn't needed. To be frank, I wouldn't make that a primary objective at all. You can build up some nice bonus, uh, bonuses through building up other attributes, since the 2nd slot will give some. On your build, Transference is recharged in less than 11 seconds. That really will covery your endurance needs. Yes, sometimes it misses, keep a blue insp or 2 on hand for those times.
If you put the Stealth IO into Sprint, you can reach mission objectives much easier. Using only SS to stealth through mobs will subject you to some damage.
Siphon Speed is an outstanding power and a must-have, even if only slotted with a base slot (I'd dedicate 2 at least, Acc and Rch).
The Range IOs in Siphon Power and Fulcrum Shift are slots better spent elsewhere. Personally, I want to get close to melee for FS so I get the buff too.
I personally view Howl as a crucial tool for increasing team damage, with its aoe -res debuff.
Conserve Power is definitely something you don't need. See the statement about Transference above.
You may find more use out of Teleport than TP Foe. It only works reliably on minions and sometimes lieuts. Handy tool solo, worthless on teams. On the other hand, Teleport can get you out some jams. Of course you only need Recall Friend for your mission stealthing needs.
I count 4 "rule of 5" violations for 2.5% recovery. I'd ditch the pvp ios that you're 2 slotting. They're expensive and add little to no value. This is something you really need to fix, moreso than anything else.
Kin and Sonic both have a lot of fast recharging powers. I personally wouldn't take Burnout, which would only help with the nuke.
Speaking of, I do think the nuke is a very nice tool to keep onhand with Kin so I advise keeping it.
I'd also keep Maneuvers and Tactics. Assault on the other hand, not as much value with FS and Siphon Power around.
I would advise going "back to the drawing board" to not emphasize recover and choose something else like recharge and/or defense.
Global = Hedgefund (or some derivation thereof)
Thanx deacon, your input was most helpful. I will rework this build later on tonight.
Making my own build I noticed that with a Positron's Blast set with the Damage/Range IO + one common Range IO with +5 Enhancement Boosters each can reach 75 feet in range. Even without the boosters that's still 70 feet.
You can target the middle of a large group, hand well back and not worry about half the mob being inside the cone.
Sure, you'll want to close in for your Kin abilities, but as an opening volley that's pretty good.
I am currently working on leveling a Kinetic/Sonic myself and do not feel it necessary to create a whole new topic to post it so here it is. This is actually my first complete Mid's build as I have just returned from not playing the game for many years. Pretty much everything is different so I am basing this build off of information I have read and have no experience with the game's current endgame. I am hoping to receive some feedback before I get to 50 and have to begin throwing my money at enhancements.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Khae: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Transfusion
- (A) Touch of the Nictus - Healing
- (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (3) Touch of the Nictus - Accuracy/Healing
- (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (5) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (13) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (13) Thunderstrike - Damage/Endurance
- (15) Thunderstrike - Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Endurance
- (36) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (7) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Steadfast Protection - Knockback Protection
- (43) Steadfast Protection - Resistance/+Def 3%
- (A) Positron's Blast - Accuracy/Damage
- (21) Positron's Blast - Damage/Endurance
- (23) Positron's Blast - Damage/Recharge
- (23) Positron's Blast - Damage/Range
- (25) Positron's Blast - Accuracy/Damage/Endurance
- (A) Endurance Modification IO
- (A) Celerity - +Stealth
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (A) Thunderstrike - Accuracy/Damage
- (34) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Endurance
- (39) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Accuracy IO
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Knockback Protection
- (A) Accuracy IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (40) Basilisk's Gaze - Accuracy/Recharge
- (40) Basilisk's Gaze - Recharge/Hold
- (46) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Recharge
- (A) Impervium Armor - Resistance
- (42) Impervium Armor - Resistance/Endurance
- (42) Impervium Armor - Resistance/Recharge
- (42) Impervium Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (45) Kinetic Combat - Damage/Endurance/Recharge
- (A) Armageddon - Damage
- (48) Armageddon - Damage/Recharge
- (48) Armageddon - Accuracy/Damage/Recharge
- (48) Armageddon - Accuracy/Recharge
- (50) Armageddon - Damage/Endurance
- (A) Recharge Reduction IO
Level 2: Swift
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (36) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
Level 2: Rest
- (A) Empty
------------
Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 11.13% Defense(Melee)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 18.63% Defense(Energy)
- 18.63% Defense(Negative)
- 4.88% Defense(Psionic)
- 19.25% Defense(Ranged)
- 5.5% Defense(AoE)
- 4.5% Max End
- 72% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 46.25% Enhancement(RechargeTime)
- 22% FlySpeed
- 106.8 HP (10.5%) HitPoints
- 22% JumpHeight
- 22% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 8.25%
- 21% (0.35 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 22% RunSpeed
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@Ohmyn
Honestly I don't see anything wrong. Seems very solid build. Your one purple inspiration away from being capped when needed. You have a decent resistance to S/L.
The one issue I have is dreadful wail because it drains you of endurance and prevents you from recovery for a short period of time. I don't think FS or popping a blue will give you endurance during this time period. Its not that long but I can see you popping DW and then dropping dead.
If you look at the numbers that 4 LOTG are giving you your talking a total of .3 increase. What I would do is take one out of Maneuvers and put it in combat jump. You will get a better increase in defenses then having your powers slotted 4,4,2 LOTG.
The standard LOTG slotting in these powers is usually +recharge, defense, defense/endurance.
I would probably take the 1 slot out of weave and put it in health for the 12% regeneration bonus.
If you wanted you could get rid of super speed and put in inertial reduction. Just swap in a stealth IO from jump. I have done that and used siphon speed along with IR to zip around missions and zones. But I understand that super speed is a sure thing.
Or remove the defense/recharge LOTG out of weave and put in the Unique Impervium Armor IO in mind over body to increase the psi resist numbers.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
@Plainguy
Thanks for the feedback. I don't expect to actually get much use out of Dreadful Wail, I just figured that I had nothing really better to grab and with the massive damage boosts Siphon Power/Fulcrum Shift can give that I could at least get some use out of it in some situations for quickly wiping out large mobs. This could seemingly be really fun for overkill in some situations in combination with those crazy Judgement incarnates I've been seeing. Other than that I just also wanted a power to toss a purple set into that had high accuracy/recharge.
As far as the 4th LOTG goes I was mainly thinking of it for the purpose of more accuracy. I was about to use a 6% Accuracy Kismet somewhere since I was already at or above my target value on my intended defenses when I realized just another LOTG piece would net me 9% Accuracy. With mobs reaching up to level 54 these days and the fact that I was only investing a single Accuracy IO into many of my vital powers I figured I should get my accuracy pretty high since missing can be so painfully annoying with Kinetics. Is the 72% Accuracy from set bonuses overkill on top of the 59.7% I would be gaining from Tactics? Also, I am thinking that if I have excessively high overall accuracy already that dropping out Amplify for Vengeance may be a much better option for TFs/Trials.
I may actually go with the Inertial Reduction route in the end. I always used Super Jump/Flight back in the day so I wanted to give Super Speed a shot. I was considering Intertial Reduction more as I was getting annoyed with the lack of vertical movement, but lately I've been maintaining jetpack temporary powers and it has gotten rid of that issue completely so I'm pretty torn on which I actually want to go with.
EDIT: Went ahead and made the above changes in Mid's. Also swapped out Dreadful Wail for World of Confusion. Not sure how applicable the power will be to the build but Coercive Persuasion appears to be significantly cheaper and offers better defenses overall at the expense of the 15% accuracy boost from Armageddon (although it appears World of Confusion can slot either set if I ever decide I need more accuracy). Since moving the 4th slot out of Maneuvers dropped my Slashing/Lethal defense below the 32.5% I was aiming for I pulled the Knockback -4 out of Increased Density in exchange for putting the slot back into Maneuvers, thus getting back to 32.5% and maintaining the 9% Accuracy for the 4 pieces. I still maintained Knockback -8 so hopefully that should still suffice and I really wanted that 9% Accuracy back since I sacrificed 15% by removing Armageddon.
Still looking for potential ways to further optimize this build so I'm still open to and looking forward to any critiques/improvements.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
WoC Edit: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psychic Mastery
Hero Profile:
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 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Siphon Power -- Acc-I(A), RechRdx-I(13), RechRdx-I(15)
Level 4: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(19)
Level 8: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 10: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 18: Inertial Reduction -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(43), Zephyr-Travel(43)
Level 20: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(43)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-Rchg/EndRdx(36), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Build%(46), GSFC-ToHit/EndRdx(50)
Level 26: Transference -- Acc-I(A)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 30: Tough -- S'fstPrt-ResKB(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(34), RechRdx-I(34)
Level 35: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(46)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(40)
Level 41: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(42)
Level 44: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 47: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(50), CoPers-Conf%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(36)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 1: Sprint -- Run-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 11.13% Defense(Melee)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 5.19% Defense(Fire)
- 5.19% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 4.88% Defense(Psionic)
- 20.5% Defense(Ranged)
- 7.38% Defense(AoE)
- 6.75% Max End
- 4% Enhancement(Confused)
- 5% Enhancement(Heal)
- 60% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 18% FlySpeed
- 118.3 HP (11.63%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 11%
- 17.5% (0.29 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 18% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1464;673;1346;HEX;| |78DA6D94596F12611486BF5928A5A52CB29682A594A59682257A6FB4AD26DA1A2C8| |9DEA83881814E6C003B53632FFD0BDED425AE71BDF1C6ED876835691BFF814BE20F| |C003E72D6802843C3367DE73BE73DEEF1B566E2D3ADF9EB97D4248AE8575CD34CB8| |B7A4D6F54F50DDB8A56372A823EC3979A0BF1A5AA61D9E92678F0BC7C6AB356CB9F| |331ABA6554CC682FBCAA35EA7A355F6A368C4AF9A4656995EBC2596C36D7F3CBBAD| |6321AF591EE4DA9A5EB55F7419C12CD35A335D6BD3F6DD4D72C12FA975A46255F34| |B72A6B546A45332D7D632B4C3DA4E8D790053E6D55F814210AAA90FD6080A906C11| |073B79F63130F453736F48839FC187CC21C790A3E63362957A22FE5CA528463CE2C| |D305EE9146414FCA3621439ABB4CD73DA6E73EF8807983726C12D7B5A1EE10EA1D0| |2374863E7BAC21E226D4C15FB1473602DC73BD6F9DF33831FC08FCCF027A64939A3| |A8331A87860A8F49DD98341690785D3F3341CFDCFC4C76A3973018012DAAE985C6D| |B318062B3FBE02EF33BC107DF7DF07D0ABE27E17B12BE27E17B1ABE7BA98700D757| |02E82F82FEA21EE6AC97E9236D88B5B6D0735E3BFA8239FD8A997B09BE61165E333| |709E3F0661CFB2051BD098E291345424215872F80AB6089A9903686FC5898F7E826| |D59CC4999944CDA9ECFFFC4C07268135125FE46E5E6607FCCACC7D63AAB4460A5EA| |4E0451A5EA4E145065EEC50DD1968673A1774D68E24C1149861CA54378B1EB29873| |0E73CE61CE39CCF9C729441E7B99BFCCDE1DBD025E05CBF0F61AA831FDB4CE3C3C9| |A47FF3F46E8BDE23E8594634F7EF56392749175D367B9D79FFFEA6758FFBB1F93A5| |6DAC7507FB8E731E557BEFBE2230631C33C631631C33CEF6B542A0A7F901B142278| |65E8483D73B3640777C406C7940EC7CBF5EBBA8E2B23327CE8AC3D3FB7F69FF05F6| |CDB92A| |-------------------------------------------------------------------|
Concept Design: I want to be very, very fast and port those FREAKING LAZY PPL around the city/mission w/e. I want to stealth missions to the boos and port my team in. I want to be a buff bot / -res debuff'r as best i can.
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More importantly, the only real bonus Kinetics has in movement is Siphon Speed. Which doesn't make Super Speed significantly faster due to those aforementioned caps. So Kinetics isn't really a good choice from the movement aspect.
2. Stealth belongs to Stalkers and Illusion Controllers. For all intents and purposes, Stealth only has a limited number of useful breakpoints. You can be visible to everything. You can be invisible from normal mobs at long range. You can be invisible from normal mobs at close range. Or you can be invisible to snipers and normal mobs.
Only Illusion Controllers/Snipers can achieve the latter. Super Speed + Celerity: +Stealth achieves all of the other levels. This tends to make the Concealment pool pointless.
This also means that if you're thinking of Stealth'ing the mission and teleporting the group to you, you're doing the wrong build - the Stalker/Illusion Controller in your group is better suited for it. Especially given that your build won't be able to survive long enough when you get spotted by immune-to-stealth enemies (which do exist).
3. You don't need Teleport to Teleport. Most of the time when someone stealth's a mission, they're actually using a Veteran power called Assemble the Team. It does have a long recharge, but normally you can't do missions fast enough to worry about it.
4. Kinetics/Sonics sounds a lot better than it is for buffing/debuffing. The problem is that the two sets are totally at odds with one another.
Kinetics is only truly great for buffing +damage against groups of enemies. Sonic is only worthwhile for debuffing resistance against single enemies. Kinetics requires you take a lot of time using Kinetics powers. Sonic requires you chain-cast Sonic attacks to build up resistance debuffs.
You will notice lots of sets chosen for end recovery.... i did that cuz it sounds appropriate to me... if its in the wrong direction... oops. |
Aside from what I mentioned above:
1. Transfusion. Transfusion tends to heal its targets from "as near to dead as you can get and still not die" to "full health" anyway, so you don't slot those healing procs into Transfusion. You slot them into your own Health.
2. Increase Density. Yes, it provides +resistance. But it's only one type of resistance and, let's face it, you can just heal the damage. Normally this is the power you'd take at 49 just because you want the option of removing status effects and you need a power with no extra slots to fit your Steadfast/Gladiator's into.
3. Speed Boost. Slotting this power is a waste of time. Transference restores more endurance than anyone could ever conceivably use.
4. Dreadful Wail. 'Crash' powers like these are generally horrible for support archetypes since they shut you down. Once you use this power, you're now standing in the middle of a mob of enemies - the most dangerous of which are both alive and not stunned - and all of your tools for staying alive and killing them are unavailable. Good luck.
5. Power Mastery. This is a head-scratcher. You get absolutely nothing from this epic pool. You don't need Conserve Power at all since you've got Transference. Total Focus is an extraordinarily slow melee attack on a build that has about 2 secs worth of survivability that close to an enemy and Temporary Invulnerability is basically the same power you'd get from any epic pool. Indeed, you managed to avoid the one power that's the entire raison d'etre of the pool: Power Build Up.
Overall, your build is at cross-purposes all over the place. Kinetics thrives on maneuverability, yet you've managed to build what is perhaps the least maneuverable character imaginable (Super Speed with no vertical movement power). You're making a glass-cannon-style Kinetics build that doesn't go for defense, yet emphasizing melee-range attacks. You've got nothing useful to do where Kinetics excels (mass AE), and too much to do in a single target AV/GM fights.
So it's tough to know where to begin to fix it. If you want the concept you're talking about, it involves a different selection of sets/archetypes. If you want to do a Kinetics/* or */Sonics, it involves a different concept.
[QUOTE=plainguy;4096164]@Ohmyn
The one issue I have is dreadful wail because it drains you of endurance and prevents you from recovery for a short period of time. I don't think FS or popping a blue will give you endurance during this time period. Its not that long but I can see you popping DW and then dropping dead.
[\QUOTE]
I'm pretty sure that Dreadful Wail just applies a large -Recovery, and not some special inability to regain endurance from any source. Popping a blue and Transference will both give you energy back immediately. It used to, way back when I played a Kinetics defender, and I dont believe that's changed.
I highly recommend Defender nukes with Kinetics for a number of reasons:
- You can boost your own damage making it much more worthwhile.
- You can recover a full bar of endurance immediately afterwards with one blue and Transference.
- You dont have any toggles that are keeping your team alive, like say Force Field or Sonic, where you risk stunning/holding allies by dropping your Dispersion.
If the nuke has a stun attached, like Dreadful Wail, all the more reason to take it. If any Defender should take their nuke, this is it.
2. Stealth belongs to Stalkers and Illusion Controllers. For all intents and purposes, Stealth only has a limited number of useful breakpoints. You can be visible to everything. You can be invisible from normal mobs at long range. You can be invisible from normal mobs at close range. Or you can be invisible to snipers and normal mobs. Only Illusion Controllers/Snipers can achieve the latter. Super Speed + Celerity: +Stealth achieves all of the other levels. This tends to make the Concealment pool pointless. This also means that if you're thinking of Stealth'ing the mission and teleporting the group to you, you're doing the wrong build - the Stalker/Illusion Controller in your group is better suited for it. Especially given that your build won't be able to survive long enough when you get spotted by immune-to-stealth enemies (which do exist). |
1) stealth IO
2) Super Speed
3) Stealth from the Concealment pool
for pve purposes provide the same invisibility to mobs as Stalkers/Illusionists. Period.
Here's from the category of "beating a dead horse wrong"
4. Kinetics/Sonics sounds a lot better than it is for buffing/debuffing. The problem is that the two sets are totally at odds with one another. Kinetics is only truly great for buffing +damage against groups of enemies. Sonic is only worthwhile for debuffing resistance against single enemies. Kinetics requires you take a lot of time using Kinetics powers. Sonic requires you chain-cast Sonic attacks to build up resistance debuffs. |
especially with a slow activation set like Sonic |
2. Increase Density. Yes, it provides +resistance. But it's only one type of resistance and, let's face it, you can just heal the damage. Normally this is the power you'd take at 49 just because you want the option of removing status effects and you need a power with no extra slots to fit your Steadfast/Gladiator's into. |
4. Dreadful Wail. 'Crash' powers like these are generally horrible for support archetypes since they shut you down. Once you use this power, you're now standing in the middle of a mob of enemies - the most dangerous of which are both alive and not stunned - and all of your tools for staying alive and killing them are unavailable. Good luck. |
To the OP, if you want to see a good example of a Kin/Sonic build, I give two eager thumbs up to Ohmyn's.
Global = Hedgefund (or some derivation thereof)
3. Speed Boost. Slotting this power is a waste of time. Transference restores more endurance than anyone could ever conceivably use.
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Not to mention, transference needs a live enemy target and needs the person who needs the refill to be near the enemy. You're not always going to have an enemy right next to whoever needs endurance. Especially if they're ranged like a blaster or corruptor or defender.
4. Kinetics/Sonics sounds a lot better than it is for buffing/debuffing. The problem is that the two sets are totally at odds with one another. |
Culex's resistance guide
Enemy damage resistance resists damage debuffs (if the damage resistance is of the type of damage they're dealing). I should test it sometime to make sure, but I suspect resistance debuffs, like what sonic blast inflicts, amplifies the damage debuffs given out by Kinetics.
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Lv50 Steel Strongman vs Lv50+1 time controller
Punch: 162.63
Punch with TJ (-20.0% dmg): 133.74
Punch with TJ and SR (-22.5% res all): 126.53
Punch with SR: 162.63
Don't agree that spending slots on SB is worth it though. The default slot with 1x endmod is enough, most builds won't need more than that.
I tested this and happily it does work.
Lv50 Steel Strongman vs Lv50+1 time controller Punch: 162.63 Punch with TJ (-20.0% dmg): 133.74 Punch with TJ and SR (-22.5% res all): 126.53 Punch with SR: 162.63 |
Don't agree that spending slots on SB is worth it though. The default slot with 1x endmod is enough, most builds won't need more than that. |
Will say that my friend playing whatever/dark armor still managed to burn through his end even with a fully end modded speed boost on him. He really knew how to burn through end.
Culex's resistance guide
Ok so I'm back and I have had time to look into this build a little bit more. I liked some of the ideas posted already.
So this is my rework, I kept Dreadful Wail and the teleport set. You were right I wouldnt really ever use TeleFoe. Does anyone see a way i can tweek this with enhancements to make it a bit more streamlined? Tried to focus on the defenses a bit more this time. I dont see a way offhand to boost my defense anymore without Combat Jumping and I dont have enough pools for it. Overall my stats are a bit down from Ohmyn's but I got a power selection I prefer for how I plan to play him. So any help with the slotting would be appreciated.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Hermes: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Transfusion
- (A) Touch of the Nictus - Healing
- (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (3) Touch of the Nictus - Accuracy/Healing
- (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (5) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (34) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Performance Shifter - EndMod
- (15) Performance Shifter - EndMod/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Positron's Blast - Accuracy/Damage
- (21) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Damage/Recharge
- (23) Positron's Blast - Accuracy/Damage/Endurance
- (23) Positron's Blast - Chance of Damage(Energy)
- (A) Kinetic Combat - Accuracy/Damage
- (34) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/Endurance
- (25) Steadfast Protection - Resistance/+Def 3%
- (25) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Performance Shifter - EndMod
- (29) Performance Shifter - EndMod/Recharge
- (29) Performance Shifter - EndMod/Accuracy/Recharge
- (31) Performance Shifter - Accuracy/Recharge
- (33) Performance Shifter - EndMod/Accuracy
- (34) Performance Shifter - Chance for +End
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Accuracy IO
- (33) Accuracy IO
- (33) Recharge Reduction IO
- (A) Pacing of the Turtle - Accuracy/Slow
- (36) Pacing of the Turtle - Damage/Slow
- (36) Pacing of the Turtle - Accuracy/Endurance
- (36) Pacing of the Turtle - Range/Slow
- (37) Pacing of the Turtle - Endurance/Recharge/Slow
- (37) Pacing of the Turtle - Chance of -Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Cacophony - Accuracy/Recharge
- (42) Cacophony - Endurance/Confused
- (42) Cacophony - Accuracy/Endurance
- (42) Cacophony - Confused/Range
- (43) Cacophony - Accuracy/Confused/Recharge
- (43) Cacophony - Chance of Damage(Energy)
- (A) Obliteration - Damage
- (45) Obliteration - Accuracy/Recharge
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - Heal
- (7) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (7) Performance Shifter - EndMod/Recharge
- (11) Performance Shifter - EndMod/Accuracy/Recharge
- (11) Performance Shifter - Accuracy/Recharge
- (13) Performance Shifter - EndMod/Accuracy
- (13) Performance Shifter - Chance for +End
- (A) Empty
- (A) Celerity - +Stealth
Level 2: Rest
- (A) Empty
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I'm working toward the following build (currently at level 45). It has a different approach than yours, softcapping S/L/Energy defense, with decent ranged defense. I can follow along close behind brutes and tanks and benefit from FS along with them.
It might give you some ideas for increasing defense, albeit along a different dimension than you've been aiming for.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Warp Nine: Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Transfusion -- Nictus-Heal:36(A), Nictus-Acc/Heal:30(3), Nictus-Acc/EndRdx/Heal/HP/Regen:30(3), Nictus-Heal/HP/Regen/Rchg:30(5), Nictus-Acc/EndRdx/Rchg:36(5), Nictus-%Dam:34(34)
Level 1: Shriek -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/Rchg:30(7), Thundr-Dmg/EndRdx:30(7), Thundr-Acc/Dmg/EndRdx:30(9), Thundr-Acc/Dmg/Rchg:30(9), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 2: Scream -- Thundr-Acc/Dmg/EndRdx:31(A), Thundr-Dmg/Rchg:30(11), Thundr-Acc/Dmg/Rchg:30(11), Thundr-Dmg/EndRdx:30(13), Thundr-Acc/Dmg:30(13), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 4: Howl -- Posi-Dmg/EndRdx:33(A), Posi-Acc/Dmg:33(15), Posi-Dmg/Rchg:32(15), Posi-Dmg/Rng:32(17), Posi-Acc/Dmg/EndRdx:31(17), Posi-Dam%:45(48)
Level 6: Siphon Speed -- Acc-I:50(A), Acc-I:50(19)
Level 8: Maneuvers -- RedFtn-Def/EndRdx:35(A), RedFtn-Def/EndRdx/Rchg:35(27), RedFtn-Def:35(27), RedFtn-Def/Rchg:35(29), RedFtn-EndRdx/Rchg:31(43), RedFtn-EndRdx:31(43)
Level 10: Hover -- Krma-ResKB:30(A)
Level 12: Speed Boost -- EndMod-I:50(A)
Level 14: Fly -- Flight-I:30(A)
Level 16: Shout -- Entrpc-Dmg/EndRdx:35(A), Entrpc-Dmg/Rchg:35(19), Entrpc-Acc/Dmg:35(21), Entrpc-Dmg/EndRdx/Rchg:35(21), Ruin-Acc/Dmg:36(23), Entrpc-Heal%:29(23)
Level 18: Siphon Power -- Acc-I:50(A), Acc-I:50(36)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam/Rchg:40(42)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 26: Transference -- Efficacy-Acc/Rchg:29(A), Efficacy-EndMod/Acc:30(29), Efficacy-EndMod/Acc/Rchg:30(31), Efficacy-EndMod:50(46)
Level 28: Siren's Song -- CSndmn-Acc/Rchg:30(A), CSndmn-Acc/EndRdx:32(31), CSndmn-Acc/Sleep/Rchg:33(31), CSndmn-Sleep/Rng:34(33), CSndmn-EndRdx/Sleep:35(33)
Level 30: Increase Density -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Fulcrum Shift -- Acc-I:35(A), Acc-I:35(33), RechRdx-I:50(34), RechRdx-I:50(34)
Level 35: Screech -- Stpfy-Acc/Rchg:38(A), Stpfy-EndRdx/Stun:35(36), Stpfy-Acc/EndRdx:35(36), Stpfy-Stun/Rng:35(37), Stpfy-Acc/Stun/Rchg:35(37), Stpfy-KB%:35(37)
Level 38: Dreadful Wail -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(39), Oblit-Dmg/Rchg:35(39), Oblit-Acc/Dmg/Rchg:35(39), Oblit-Acc/Dmg/EndRdx/Rchg:35(40), Oblit-%Dam:35(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+:44(A)
Level 44: Scorpion Shield -- RedFtn-Def/Rchg:45(A), RedFtn-Def/EndRdx:45(45), RedFtn-EndRdx/Rchg:45(46), RedFtn-Def/EndRdx/Rchg:45(48), RedFtn-Def:45(50), RedFtn-EndRdx:45(50)
Level 47: Tactics -- EndRdx-I:50(A), EndRdx-I:50(48)
Level 49: Amplify -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(25)
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My favorite defender of all time is my Kin/Sonic. I've often wondered why they aren't more common.
4. Kinetics/Sonics sounds a lot better than it is for buffing/debuffing. The problem is that the two sets are totally at odds with one another.
Kinetics is only truly great for buffing +damage against groups of enemies. Sonic is only worthwhile for debuffing resistance against single enemies. Kinetics requires you take a lot of time using Kinetics powers. Sonic requires you chain-cast Sonic attacks to build up resistance debuffs. |
First, it takes virtually no time to use the Kinetic buffs, since SB and ID were made AoE. FS only involves finding a target that isn't going to die before the power goes off.
Second, sonic has an excellent cone -res power in Howl, so, no - it's not all single-target. That being said, I have more time for blasting on my kin/sonic than I do on almost any other defender. Spawns go like this:
1. Run in with (or before - SS+celerity...) melee characters. Fulcrum Shift.
2. Jump back. Howl.
3. Use single-target blasts/SP and Trans. powers as needed while spawn melts.
4. Rinse, repeat.
The synergy of these sets (+dam plus -res!) is nothing short of amazing. I have to assume anyone who says differently has never played them together.
I highly recommend Defender nukes with Kinetics for a number of reasons:
- You can boost your own damage making it much more worthwhile. - You can recover a full bar of endurance immediately afterwards with one blue and Transference. - You dont have any toggles that are keeping your team alive, like say Force Field or Sonic, where you risk stunning/holding allies by dropping your Dispersion. If the nuke has a stun attached, like Dreadful Wail, all the more reason to take it. If any Defender should take their nuke, this is it. |
My postings to this forum are not to be used as data in any research study without my express written consent.
Below is my build for kin/sonic which may give some ideas. I emphasized energy defense/resistance and ranged defense, since both of those damage types are very common in Incarnate trials and general Praetorian content. With the sonic AoE cone, I'm not spending long periods in melee, just dodging in when I need it. Its one of my cheapest end game builds (though I will probably add a Gladiators +3% defense, when the price drops some).
Kin/Sonic is a very handy team build, the Fulcrum Shift makes getting through spawns (which is most of the content even in end game) really fast, and the /sonic speeds up taking down hard targets a lot. Its also not a bad soloing build, if you take Sirens Song, as Fulcrum Shift doesn't wake sleeping targets, though its no farm build with minimal AoEs.
The two extra slots in Speed Boost with Zephyrs in there are for ranged defense, hopefully anyone who doesn't like the movement speed boost has it turned off at Null the Gull.
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Hola,
So i have been gone a long time and am just now getting back into the swing. I have read lots of ideas for how to build this toon. So i will just post my build and see what feed back it brings. I have no pre-concieved notions about it being fantastic or anything. Pretty sure I found a mistake or two already but i dont want to make changes without some outside opinions.
Concept Design: I want to be very, very fast and port those FREAKING LAZY PPL around the city/mission w/e. I want to stealth missions to the boos and port my team in. I want to be a buff bot / -res debuff'r as best i can.
You will notice lots of sets chosen for end recovery.... i did that cuz it sounds appropriate to me... if its in the wrong direction... oops.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Hermes: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion
- (A) Harmonized Healing - Heal/Recharge
- (3) Harmonized Healing - Heal/Endurance/Recharge
- (3) Miracle - +Recovery
- (5) Miracle - Heal/Endurance/Recharge
- (5) Panacea - Heal/Endurance/Recharge
- (7) Panacea - +Hit Points/Endurance
Level 1: Shriek- (A) Accuracy IO
Level 2: Siphon Power- (A) Accuracy IO
- (25) Accuracy IO
- (43) Range IO
- (45) Range IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
Level 4: Stealth- (A) Gift of the Ancients - Defense/Endurance/Recharge
- (7) Gift of the Ancients - Defense/Endurance
Level 6: Assault- (A) Endurance Reduction IO
- (9) Endurance Reduction IO
Level 8: Super Speed- (A) Celerity - Endurance
- (9) Celerity - +Stealth
- (11) Celerity - RunSpeed
Level 10: Recall Friend- (A) Endurance Reduction IO
Level 12: Increase Density- (A) Gladiator's Armor - End/Resist
- (13) Gladiator's Armor - Resistance/Rech/End
- (43) Impervium Armor - Resistance/Endurance/Recharge
- (43) Impervium Armor - Resistance/Endurance
- (45) Impervium Armor - Resistance
- (45) Impervium Armor - Resistance/Recharge
Level 14: Speed Boost- (A) Performance Shifter - Chance for +End
- (15) Performance Shifter - EndMod
- (15) Efficacy Adaptor - EndMod/Endurance
- (17) Efficacy Adaptor - EndMod
- (17) Blessing of the Zephyr - Knockback Reduction (4 points)
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 18: Hasten- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
Level 20: Burnout- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
Level 22: Grant Invisibility- (A) Luck of the Gambler - Recharge Speed
Level 24: Amplify- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 26: Transference- (A) Energy Manipulator - EndMod
- (27) Energy Manipulator - EndMod/Recharge
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (29) Efficacy Adaptor - EndMod/Accuracy
- (29) Efficacy Adaptor - Accuracy/Recharge
- (36) Recharge Reduction IO
Level 28: Teleport Foe- (A) Accuracy IO
Level 30: Maneuvers- (A) Gift of the Ancients - Defense/Endurance
- (31) Gift of the Ancients - Run Speed +7.5%
- (31) Kismet - Accuracy +6%
- (31) Kismet - Defense/Endurance
- (37) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Recharge Speed
Level 32: Fulcrum Shift- (A) Accuracy IO
- (33) Accuracy IO
- (33) Range IO
- (33) Range IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
Level 35: Conserve Power- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
Level 38: Dreadful Wail- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Recharge
- (40) Stupefy - Endurance/Stun
- (40) Stupefy - Stun/Range
Level 41: Temp Invulnerability- (A) Gladiator's Armor - End/Resist
- (42) Gladiator's Armor - Resistance/Rech/End
- (42) Gladiator's Armor - Resistance
Level 44: Long Range Teleport- (A) Recharge Reduction IO
Level 47: Shout- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Damage/Endurance/Recharge
- (48) Thunderstrike - Damage/Recharge
Level 49: Total Focus- (A) Gladiator's Strike - Accuracy/Damage
- (50) Gladiator's Strike - Accuracy/Damage/End/Rech
- (50) Gladiator's Strike - Damage/Endurance/Recharge
- (50) Gladiator's Strike - Accuracy/Endurance/Recharge
Level 50: Ion Radial Final JudgementLevel 50: Paralytic Core Flawless Interface
Level 50: Rebirth Core Epiphany
Level 50: Storm Elemental Radial Superior Ally
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Vigor Core Paragon
------------
Level 1: Brawl
- (A) Accuracy IO
Level 1: Sprint- (A) Celerity - RunSpeed
Level 1: VigilanceLevel 2: Swift
- (A) Run Speed IO
Level 2: Health- (A) Numina's Convalescence - Heal
- (46) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina- (A) Performance Shifter - EndMod
- (11) Performance Shifter - EndMod/Recharge
- (13) Performance Shifter - EndMod/Accuracy
- (23) Performance Shifter - Chance for +End
Level 2: Rest- (A) Recharge Reduction IO
Level 4: Ninja Run