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Posted

For starters, I'm horrible at builds. This one was done by @Hawks, who is pretty phenomenal at builds for me in the past. Just wanted to share here as this one is really working and pretty tight. Just wondering if any of you number lovin' geeks would've done anything differently. Lack of a Verticle travel power is disconcerting is my only beef. Might swap one out for Inertial Reduction.

 

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Transfusion -- TchoftheN-Acc/Heal(A)
Level 1: Charged Bolts -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(34), SprVglAss-Dmg/EndRdx/Rchg(40)
Level 2: Lightning Bolt -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Rchg/+Absorb(27), SprVglAss-Acc/Dmg/EndRdx/Rchg(43)
Level 4: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(5), Rgn-Acc/Dmg/Rchg(7), Rgn-Acc/Rchg(9), Rgn-Dmg/EndRdx(9)
Level 6: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(7)
Level 8: Increase Density -- GldArm-3defTpProc(A)
Level 10: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(11), ShlWal-ResDam/Re TP(13), WntGif-RunSpd/Jump/Fly/Rng(13), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(15)
Level 12: Speed Boost -- BlsoftheZ-ResKB(A)
Level 14: Short Circuit -- Arm-Dam%(A), Arm-Dmg/Rchg(15), Arm-Acc/Dmg/Rchg(17), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(19), FuroftheG-ResDeb%(34)
Level 16: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(17)
Level 18: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(50)
Level 20: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(27)
Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(29)
Level 24: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(33), SprWntBit-Acc/Dmg/Rchg(33), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(34)
Level 26: Transference -- EffAdp-Acc/Rchg(A)
Level 28: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31)
Level 30: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(36)
Level 32: Fulcrum Shift -- Acc-I(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), RechRdx-I(37)
Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40)
Level 41: Consume -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(46)
Level 44: Fire Shield -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(45), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(45), StdPrt-ResDam/Def+(46)
Level 47: Greater Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
Level 49: Inertial Reduction -- Empty(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(37)
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 -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(3), EffAdp-EndMod/EndRdx(3)
Level 50: Agility Core Paragon 
------------

http://www.cohplanner.com/mids/download.php?uc=1477&c=700&a=1400&f=HEX&dc=78DA6594594F135114C7EFED4C414A29D4D202652FAB40C796C5C42D240818650942E26B33291798A40E4D3B187DF45DA3B83C89DB9B1BB8445CBE8B5F41407D3331F530FF43217692C96FEEFF9E73E6DC73CECCCC8D71FFD6C55BA342062E64CC7C3E35AE9694BDA872E5B3A6B396333362FF2AA73B72B0931A5B5B5A32A62C5B39563ADF5694E74D7B592D1A131995767256DACCA4C628A213BC64AFA89CB21DE3E0C137B7BA9A3116B24A2DFADDC76965662D7BB9CA5D4C5ACB2B0EADAA0FB628767EC5CA4626B256DAA0B7A52633E635959AA1D82A77B39E52EBA6DBF608BE0A4284352192BAD83CD43C22A1BB5A7B12EC1904B7C846B28D1C82161D01FB86C17764A3C146D7063DAEA60F8165C3E0B111E629B0836AE6750317A4B701F99445C19C0725DDCFB57C105A84840AD8EB1561E96ABEBFB46CD6857F0A367E8E13E038798A53C9712ABFE3BDEF0955D0BC55E7A1054E833567C0E36799E7C0F651C4FB40CB6AF8CAEAC7B40891CF062829BF20F6B4E01C2146F5B902C6E7C1E402A8916D0867D142317AE8D1456D0BB3158CB6833AD98661EB0DEF702D76997B60FD4FE62FB0E937F89152ABE3B3D6BD44AF5A5E816DAF996F986FB9FF9BE01AF93670ED1AEEA20E41CAA591F36EE41E34D5822D35CC101822DB66EE6F33D7AA836B759DD0EA4E5541B446856B1F23FB18C78EF543EBF88F9DCC6DF2EFE273757D42BEDDDBCCCFCC2F3CC75F99DF405F9F10BD78B7B77703DA8927CCA7CC673CDFCFC1F80BD04FBEFD3C83FDDCB701EEDB00F76D80FB16AF93EE6C06C8C7E05C8D7B8873729D799FF9004C3E643E021D3A67827B9028D0259AF4E217AB099E321F4F59274F59274F599F7EE48B77BD13254AB244192A51864B94E91265765F41650A737AF18F21A4BB5B5153FC3F147EF86857F26E1CFDDC3DD4A4BCCA737F19DC396ADF0BFBBD43CD236F63363D7798EBE09F088133FA07F4BDE181

I've never posted a build here either. I'm hoping I chose the correct format. 

Posted

The capped S/L/F/C def and resistance is pretty impressive, on paper... but I wonder how much of this is build is to get to a 'safety state' at the expense of damage and team usefulness.

 

One of the most fun things about kinetics, to me, is the crazy pace and boom-all-or-nothing swings.  Your one-slotting of transfusion, transference, and fulcrum makes the baby kinjesus cry.  The kin-way to me is that you don't have to go all max-defensey-resistancy, its that you go all squishy-crazy and if you go in the red, you mash your heal and you're back up again at full health to keep the roller coaster going.  You should be all fulcruming and siphoning while in the thick of it... bring big damage buffs, bring big heals... this is what a team wants of a kin. 

 

In my build, transfusion is maxed out for heal/recharge.  Transference is maxed out for end/recharge.  Fulcrum is maxed out for recharge.  And siphon speed is maxed out for recharge so that I can spam that for more recharge so that fulcrum and transferencefusion is recharged.  Gotta go fast.

 

Kin/Elec is also one of the best sapper builds in the game.  You can go all-in on this... or not.  I did, and it's... cute.  There are occasions where you can take a mob's endurance to zero and halt their recovery so they stand around doing nothing.  Occassionally handy, usually useless in endgame where the enemies pose no real threat so it doesnt matter if they are blue-drained or not.  It was a great form of damage mitigation while leveling in a duo.

 

I'd go more into some of the weird choices in your build (four-slotted-for-recharge hasten... ummm)  but the first question is, how do you play and what do you want to be effective at?  Soloing?  Team support? sapping?  fire farm support?  exemplaring?  That'll better dictate where to go with your build.

  • 1 month later
Posted (edited)
On 2/11/2021 at 2:07 PM, nebber said:

The capped S/L/F/C def and resistance is pretty impressive, on paper... but I wonder how much of this is build is to get to a 'safety state' at the expense of damage and team usefulness.

 

One of the most fun things about kinetics, to me, is the crazy pace and boom-all-or-nothing swings.  Your one-slotting of transfusion, transference, and fulcrum makes the baby kinjesus cry.  The kin-way to me is that you don't have to go all max-defensey-resistancy, its that you go all squishy-crazy and if you go in the red, you mash your heal and you're back up again at full health to keep the roller coaster going.  You should be all fulcruming and siphoning while in the thick of it... bring big damage buffs, bring big heals... this is what a team wants of a kin. 

 

In my build, transfusion is maxed out for heal/recharge.  Transference is maxed out for end/recharge.  Fulcrum is maxed out for recharge.  And siphon speed is maxed out for recharge so that I can spam that for more recharge so that fulcrum and transferencefusion is recharged.  Gotta go fast.

 

Kin/Elec is also one of the best sapper builds in the game.  You can go all-in on this... or not.  I did, and it's... cute.  There are occasions where you can take a mob's endurance to zero and halt their recovery so they stand around doing nothing.  Occassionally handy, usually useless in endgame where the enemies pose no real threat so it doesnt matter if they are blue-drained or not.  It was a great form of damage mitigation while leveling in a duo.

 

I'd go more into some of the weird choices in your build (four-slotted-for-recharge hasten... ummm)  but the first question is, how do you play and what do you want to be effective at?  Soloing?  Team support? sapping?  fire farm support?  exemplaring?  That'll better dictate where to go with your build.

I concur with everything said here. I have a Kin/Elec corr well into her vet levels. I didn't really build her for survivability but somehow... she survives. And that's mostly by making things real dead real fast and relying on RoP, Barrier or Force of Nature when things get hairy. I try to have Transfusion, transferrence, and fulcrum shift up as much as possible. I use siphon speed and siphon power to keep things rolling too. It's really a thing of beauty. Any mistake usually leads to a dirtnap admittedly, but I don't die all that often. I usually pull off spectacular shit on the regular because Kinetics is a goddamn beast. As for End Drain, I don't bother trying to drain anything lower than bosses. Some bosses can be gutted by short circuit followed by transference. I also have power build-up which makes it all the worse.

 

Edited by DocRadio

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