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Kin/Archer. Usual softcaps.


Sovera

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I felt like moving away from the tank and wanted to play support for as long the whim lasts. This build is not breaking new ground or super original or innovative, but perhaps someone can make use of it.

 

 

Why Kin?

Spoiler

Buffs and debuffs are nice and all, but overwhelming power rules the game and that is what a Kin brings. It shines in the early level with Speedboost that makes a -ton- of difference with our struggling blue bars as well as helping a lot with the low level recharge. The heal is also a big boon in the early game though the awkwardness of hitting a foe means it is hard to heal someone who needs it if they have wandered out (targeting them is usually a good strategy since they are bound to be fighting what is hurting them but this is not a 100% strategy). But once we leave the low levels and heals are no longer in demand and endurance is mostly fixed the +recharge in Speedboost remains relevant and the warhammer that is Fulcrum Shift comes in. Be it low level or high level a Kinetics remains relevant.

 

Why Defender?

Spoiler

Because (IMO) Controllers have become obsolete. Their low damage does not contribute and their CC is fine, but instead of CCing something can't we just kill it instead? A lot of their damage is tied to their pets and those are very squishy and only relevant through the leveling and once difficulties are pumped to +4 they tend to evaporate making their uptime low. An honorable mention to Plant/Kin Controller who will make a mockery of the game starting from level 8 by itself but then also adds the Kin buffs once their CC stops being useful.

This is the same with MMs where leveling it is fine to just leave the pets in aggressive while focusing on the buffs and debuffs but it is common to realize we spend more time healing, re-summoning and re-upgrading pets than playing the game once the difficulties get higher.

The other reason to pick a Defender is that we get the powers earlier. Playing a Kin I embrace the buff-botting aspect and fully expect to be playing the game not as a Defender, but as an improved MM (yep, y'all are my minions!).

 

Why Archery?

Spoiler

Because of the nuke. All other nukes will be available every two to three packs of enemies which is icky and one reason I can't stick to Blasters. With Archery Rain of Arrows is up every 16 seconds and FS every 18 seconds so they go hand in hand. Even in the low levels we can do nice things with Fistful of Arrows, Exploding Arrow, Fistful of Arrows. Regardless there was no great attempt at optimizing attach chains since Kinetics is pretty busy. Throwing heals if needed, Siphon Power, Siphon Speed, Transference, Inertial Reduction. Squeezed between these some quick AoE or ST. The ST of Archery (on top of being a Defender) is pretty mediocre but the AoE makes up for it. Once reaching Rain of Arrows I stopped using Fistful of Arrows (cones are crap to aim anyway), but Exploding Arrow shines from the low levels to max level with the KD soft CC and the Force Feedback.

 

Power Siphon on top of Fulcrum Shift?

Spoiler

Yes, for hard targets. Power Siphon is a one slot wonder anyway and if we exemp down it comes handy. At high levels if we are wailing on an AV (or that damned computer) with no extra bodies for Fulcrum Shift the extra party wide damage buff of Power Siphon is appreciated. There is a case to be made for replacing it with Repel, slotting Repel with KB>KD and then go sit in melee.

Opposite of spreadsheet scenarios where a Kinetic character will keep everyone at maximum damage cap there is the actual realistic scenario where it is more common for the first person reaching the pack of enemies to explode in an AoE and kill most of the minions thus reducing the targets of Fulcrum Shift.

 

How to play it?

Spoiler

Not as a Blaster. Not as a turtle either. Moderation either way. It is easy to lose sight of things and just go around using attacks at the cost of letting Speedboost and Inertial Reduction drop. It is just as easy to go the opposite way and spam heals even when the team is at full HP (doing this on an AV is ok since it reduces their regeneration), spamming Transference despite a fully slotted Speedboost taking care of the team's endurance, spamming Speedboost even when it has not dropped yet, etc.

Pre-Fulcrum Shift my usual play was to follow the tank (always, I made sure to mention I would be sticking to the tank like glue and then I would do it. Thanks to that I leveled without deaths) and let them go in first. A second after the tank went in I would hit Fistful of Arrows and Exploding Arrow for AoE and soft CC, then I would check if the tank had taken a hit from absorbing the alpha. If yes then I would use Transference. If not then I would be using Siphon Power (trying to position to catch as many team mates as possible but not OCDing about it), Siphon Speed, drop another Fistful + Exploding Arrow, take a look if everyone had SB and IR (using /optionset buffsettings 1184529 helps a lot), use my heavy hitters on what had more HP, etc.

Post-Fulcrum Shift + Rain of Arrows there is little to do other than follow the tank and collect XP. Drop in after the tank, Fulcrum Shift, Rain of Arrows. Repeat above but minus Fistful of Arrows. Or, y'know, just polish your nails while waiting for your (improved) minions to collect XP for you, their Kin overlord.

 

Leveling build?

Spoiler

I leveled with the build and power picks as they were. The only difference was putting three slots in Hasten instead of two. What I could not slot yet (Thunderstrike, Artillery) I leveled with generics until I could with the exception of Blazing Arrow which I leveled with five Decimation (minus build-up chance) and one damage proc. I take fly and Afterburner late because I rely on the Jump Pack/Steam Pack from the P2W to boost Hover speed to hardcapped Fly speeds.

Spoiler

For new new players with zero influence check my signature for money making. I did a zero influence leveling run previously and documented it here.

 

Do level with a bunch of Recovery Serums from the P2W vendor since they are super cheap and it is better to save inspirations for things that will help survival. Also, the reason I take Fly so late is because we can purchase the Steam Jump and Jump pack from the P2W vendor that makes Hover fly as fast as Fly. Hence there is no reason to rush taking Fly when there are more important powers to be taken first. Steam Jump and Jump pack cost 100k total so not very expensive and worth using even after obtaining Afterburner since it pushes Afterburner to the hardcap max flying speed possible, something impossible without slotting Afterburner (and we have better things to spend slots in).

 

Spoiler

Hover

wknAiGg.png?1

 

Hover + one of jump packs

sBEluRM.png?1

 

Fly + Afterburner

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Fly + Afterburner + one of the jump packs

XlTJ1LA.png?1

 

Information obtained from Booper's guide.

 

 

The build.

Spoiler

Close to 45% to S/L/E per the usual, nothing fancy here. I tried to pump the resistances up but without great luck. It is fine though. Unlike builds from Darkir (who does some wicked things with Fire/Kin Corruptors) and sits in melee range (since he uses the builds to farm) this is a generic content build meant to follow a tank and be a multiplier. The 45% is to avoid insta gibs but if we come under focused fire the real defense is flying up and out of range instead of slugging it out.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Flight
Power Pool: zc_Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(5), NmnCnv-Regen/Rcvry+(7)
Level 1: Snap Shot -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(7), Thn-Dmg/EndRdx/Rchg(9), Thn-Acc/Dmg(9), Thn-Dmg/EndRdx(11), Thn-Dmg/Rchg(11)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 6: Siphon Speed -- Acc-I(A)
Level 8: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(15), Artl-Acc/Rech/Rng(15), Artl-Acc/Dam/Rech(17), Artl-End/Rech/Rng(17)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(19)
Level 12: Speed Boost -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(25), Rct-Def(27)
Level 16: Blazing Arrow -- Apc-Dam%(A), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(31), GldJvl-Dam%(31)
Level 18: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(40), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx(46), AdjTrg-Rchg(46)
Level 20: Explosive Arrow -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(31), SprVglAss-Dmg/EndRdx/Rchg(33), FrcFdb-Rechg%(33), SuddAcc--KB/+KD(33), KntCrs-Rechg/EndRdx(34)
Level 22: Fly -- BlsoftheZ-ResKB(A)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(34), PreOptmz-EndMod/Rech(34), PreOptmz-EndMod/Acc/End(36), PreOptmz-EndMod/Acc/Rech(36), PreOptmz-EndMod/End/Rech(36)
Level 28: Ranged Shot -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(37), SprVglAss-Dmg/EndRdx/Rchg(37), GldJvl-Dam%(37), StnoftheM-Dam%(39)
Level 30: Increase Density -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(39), TtnCtn-EndRdx/Rchg(40), TtnCtn-ResDam/EndRdx/Rchg(40)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(39)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-Def/EndRdx(42)
Level 38: Rain of Arrows -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(43), SprDfnBst-Dmg/EndRdx/Rchg(43), SprDfnBst-Acc/Dmg/EndRdx(43), SprDfnBst-Acc/Dmg/EndRdx/Rchg(45), SprDfnBst-Rchg/Heal%(45)
Level 41: Assault -- EndRdx-I(A)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), TtnCtn-ResDam/EndRdx(48), TtnCtn-ResDam/Rchg(48), TtnCtn-ResDam(50), TtnCtn-ResDam/EndRdx/Rchg(50)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(51)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
------------

 

 

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Archery is one of the primaries I may lean Corr. The reason being Rain of Arrows. Unlike a lot of DoTs, each tick of damage from the psuedopet it summons is counted as a separate attack and it inherits your scourge inherent. That means there's a decent chance to get off a scourge tick on each hit, depending on enemy HP. It would be more useful on higher difficulties where baddies last longer. 

 

That would push out your secondary powers till much later though. /Kin is notoriously obnoxious to play since you have to wait to 38 for Fulcrum Shift. Going Corr may also throw off your defense numbers since their AT values are a little lower than Defender. 

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I'd roll a corruptor and do something like this instead:

 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Kinetics
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Aimed Shot -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(13), SprScrBls-Acc/Dmg/Rchg(19)
Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(29)
Level 2: Fistful of Arrows -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(11), SprScrBls-Rchg/+End(13)
Level 4: Repel -- EndRdx-I(A), SuddAcc--KB/+KD(5), FrcFdb-Rechg%(5)
Level 6: Blazing Arrow -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(7), SprMlcoft-Acc/Dmg/Rchg(7), SprMlcoft-Dmg/EndRdx/Rchg(9), SprMlcoft-Acc/Dmg/EndRdx/Rchg(9), SprMlcoft-Rchg/Dmg%(11)
Level 8: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Explosive Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(43)
Level 14: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def/Rchg+(15)
Level 16: Increase Density -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-Max HP%(19)
Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(37), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(39)
Level 20: Speed Boost -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(34), PreOptmz-EndMod/Rech(34), PreOptmz-EndMod/Acc/End(43), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/End/Rech(50)
Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-ResDam/EndRdx/Rchg(27), GldArm-3defTpProc(27)
Level 26: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def/Rchg+(42)
Level 28: Spirit Ward -- Prv-Absorb%(A)
Level 30: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31)
Level 32: Rain of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(50)
Level 35: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(36), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def/Rchg+(42)
Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46)
Level 47: Inertial Reduction -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(48)
Level 49: Hasten -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3)
Level 50: Agility Core Paragon 
------------

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Everything about kinetics really benefits from being a corruptor over a defender because of scourge and the damage caps.

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