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Posts
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I am glad you like your kinetic. Most kinetics wait until they get transference to run leadership toggles, but if you are doing fine, have at it.
Five End mod enhancements at level 21 is not overkill. Five End mod single origin enhancement slots at level 32 will be. You will want to do a respec to better place your slots.
Catch up on enhancement diversification on paragonwiki.
http://paragonwiki.com/wiki/Enhancement_Diversification
Heavy slotting: 2 SOs worth on your siphon powers is usually preferred. Recharge slots in your siphon powers are also very useful. -
Is that as good as short circuit, ball lightning and transference chained-spammed?
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Nothing drains endu like a Kinetic/electric defender/sapper.
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OOoooo I am a big forcefield supporter. My first defender is Forcefield/psychic blast. I also like all the defender sets, I even renewed my affection for Trick Arrow after teaming up with a good controller which exposed and cured a big weakness in Trick Arrow.
Kinetics/rad blast is one of the two premier Kinetic combinations in my experience. The radiation blast helps with kinetic's siphon powers needing a successful to-hit check. My kinetic defenders play in the comparatively more dangerous 'kinetic zone', an area just outside of melee range. (Stormies make their living there, too.) That in mind, Irradiate is a big, big power in the Kin/Rad arsenal. It packs a wollop of defense debuff. As you find out about enhancement slotting, you will no doubt crave at leave 5, probably six slots in that attack.
Something that should not be overlooked about kinetics is the siphon features. If you siphon power for extra damage, your target will have less damage potential. Siphon off some speed, they have less movement and recharge speed. Siphon off health with transfusion, the target has less regeneration. Siphon off endurance with transference, then they have less endurance themselves. As your recharge increases with siphon speed, and possibly hasten, your siphons come back even more quickly and you can make a huge difference in that manner besides those mad team buffs.
Finally in the later game, after level 38, kinetics are self-propelled constant nukers. They can use their tier 9 massive AoE attacks with impunity since they need only one blue inspiration to get enough endurance back after the crash to fire off transference and be back in the fight without skipping hardly one beat. -
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And thus, the numbers have just lied. (Sarcasm intended.) Picking an Empath Defender is more valuable than picking a Forcefield Defender by this logic.
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And therefore, the premise and logic are FLAWED. By the way, it's 95% not 90. I don't see the correlation between 4% natural healing regeneration and the amount of damage that forcefields can mitigate. Do a side by side comparison of an empath bound by recharge and endurance cost against a forcefielder, let's say in a hot little encounter like the Lady Grey Task Force in the last room. -
Tier 4 Teleport power to me should have Assemble the Team added to the mix. Very useful and very popular.
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What you are going to like is the burst damage in ice blast, the -speed component is more than a trifle, and of course the triple rain assault in a snowstorm.
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Good mix, I would still crave a Sonic for the mez protection, the ample resistance debuff and the additional resistance buff. I can see this is what I call an "I Dream of Jeannie" team; blink and they are gone.
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I use group fly on certain masterminds just to ensure the minions are restricted from using their imaginations to follow some messed up pathing to the desired location - tactical use only. Against knives of artemis, I do use group fly to keep the minions from scattering away from all the caltrops.
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I would third ice blast:
Freeze ray, single target hold
Frost breath, cone AoE with slow
Ice Storm, Killer targetted AoE
Blizzard, tremendous targetted AoE nuke
All of these powers are hurricane user friendly. -
For steady PvE steamrolling, I would build with a base of a Sonic/sonic, an FF/ preferrably sonic or rad, and 2 Kinetics (Electric, Sonic, or Rad secondaries) so no one misses on the speed boost. My fifth defender would be something with freezing rain or sleet. Now that cold primary is in the game that would bring a steady snowstorm/sleet combo to the all defender team. 3 Defenders left to choose and I would say it's a crap shoot: Empath, another Sonic, Dark, Rad all good juice to enjoy. In the later game the defenders would move as one carving a swath through their foes, maximum recharge on nuking, 8 nukes being used in quick succession. No one is hurt by being bottomed out on end because all have cap defense and uber resistance. The rotation of two kinetics dishing out transference makes it an easy game. When the cold defender gets heat loss going, it's even more gravy.
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It's a really good power, better than just situational. It's a big big tohitdebuff. Even if you just hurricane pull groups with it, it would take a chunk of the alpha strike out of your foes.
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PBU'd EM Pulse, PBU'd Lingering Radiation, PBU'd Accelerated Metabolism, mmmmm
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For teaming the Cold shields are a big bonus from the low levels on up. Dual builds will let you run a shield 'form' with a solo form.
The other big selling point in my opinion is the triple rain attack. Sleet, ice storm, and then blizzard can be targetted from a position without physical line of sight (around corners); there isn't even an alpha to eat on that sequence!
I can attest to Cold/Sonic as being very viable too. -
Robots/Storm - Riders on the Storm by the Doors
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Tough question, I have my main defender, but I like so many different defenders too since Forcefield defender plays as much like a Storm defender as a Plant controller plays like an Ice/ice blaster.
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I believe the best combat travel power for a /storm mastermind is teleport. You can tp right next to a group with hurricane on, or you can queue up gale and knock a group to a corner or all upon materialization. Having steamy mist up means you don't instantly aggro the entire map as well.
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So you have freezing rain now, you hit level 16? Your attack chain should be first: freezing rain. If in doubt, cast freezing rain FIRST. Freezing rain has a big slow in it so affected foes use their attacks slower and SECOND, most of the foes are falling on their butts and won't attack while getting up. Once you get freezing rain, your frost breath becomes even more killer. Third, every other power misses less with the added defense debuff in freezing rain. Even sands of mu becomes much more useful.
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A perfect team of 8 fruitsalad defenders would perform even better.
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I have a Cold/sonic I am fond of. I love the stormies, currently alting on Storm/ice. 3 Rains will be uber.
Another alt I have kicked around in my addiction wanting to try is a Dark/Ice. Triple holds and slows on slows. I love raining damage on tar patch, too, on my corruptors and masterminds. -
For both teams, I would suggest going with a /poison as the third. Thugs/poison really shines when your bruiser pays a visit with noxious gas pouring from him. The extra oomph in the poison debuffs would make a big difference on the hardest of targets. I think a variety in the secondaries would bring more effectiveness.
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I would prefer more ToHit Debuff in Hurricane myself.
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I solo'd different AVs with a Bots/poison and Thugs/dark with varying degrees of success. I was most proud of soloing Ms. Liberty with my Thugs/dark despite her evil hax purple triangles of doom. I think the one mission where you have a Wailer King boss and a Carnie Ringmistress in a negotiation was as tough as an AV mission.
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What would be really cool is if the wailer could get some feathers on those naked wings and FLY into your face.