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Kin/Elec Build Feedback request


DarkShadowen

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Hi All, 

 

So, my alt-itis is gearing into overdrive, but I want to thank the Homecoming team for enabling me again after all these years! :classic_biggrin:

 

That said, I'd love some feedback on the below build for Kin/Elec/Elec Defender I was toying with the other day. I'm not typically a min/max player, and haven't really dabbled in builds myself directly, so I'm sure there's lots to improve. I wasn't sure how to slot the Kin powers for the most part. The build below is expensive, that much I know, but that's what farming toons are for, right?

 

No overall goal than to have fun, put out a decent amount of damage, and buff the team.

 

Thoughts, suggestions, comments? Thanks in advance!

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Doc Feedback: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Transfusion -- TchoftheN-%Dam(A)
Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(3), SprDfnBst-Dmg/EndRdx/Rchg(3), Thn-Acc/Dmg(37), Thn-Acc/Dmg/EndRdx(40), Thn-Acc/Dmg/Rchg(43)
Level 2: Lightning Bolt -- SprDfnBst-Acc/Dmg/EndRdx(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Rchg/Heal%(37), Apc-Dam%(46)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Siphon Speed -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(7)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), ShlWal-ResDam/Re TP(9), LucoftheG-Def(19), LucoftheG-Def/EndRdx(37)
Level 10: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(11), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(13), Rgn-Knock%(13)
Level 12: Speed Boost -- BlsoftheZ-ResKB(A)
Level 14: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(17), SprAvl-Rchg/KDProc(19)
Level 16: Increase Density -- GldArm-3defTpProc(A)
Level 18: Super Speed -- HO:Enzym(A)
Level 20: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34)
Level 22: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(23), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(25)
Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-EndRdx/Rchg(27), Rct-Def/Rchg(27), Rct-Def/EndRdx/Rchg(29), Rct-ResDam%(29)
Level 26: Transference -- PrfShf-EndMod/Acc(A)
Level 28: Charge Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31)
Level 30: Zapp -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(31), SprVglAss-Acc/Dmg/EndRdx(31), SprVglAss-Dmg/EndRdx/Rchg(33), SprVglAss-Dmg/Rchg(33), SprVglAss-Acc/Dmg(33)
Level 32: Fulcrum Shift -- Acc-I(A)
Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36)
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: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43)
Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), Ags-ResDam(45), Ags-ResDam/EndRdx(45), Ags-Psi/Status(45), UnbGrd-Max HP%(46), UnbGrd-ResDam(46)
Level 47: Power Sink -- PrfShf-End%(A), PrfShf-EndMod(48), PrfShf-EndMod/Rchg(48), PrfShf-EndMod/Acc/Rchg(48), PrfShf-Acc/Rchg(50), PrfShf-EndMod/Acc(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 1: Vigilance 
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5), Pnc-Heal/+End(5)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- EndMod-I(A)
Level 1: Shocked 
Level 18: Speed Phase 
Level 49: Quick Form 
------------
------------
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)
  • 16.63% Defense(Smashing)
  • 16.63% Defense(Lethal)
  • 35.69% Defense(Fire)
  • 35.69% Defense(Cold)
  • 14.75% Defense(Energy)
  • 14.75% Defense(Negative)
  • 6% Defense(Psionic)
  • 15.06% Defense(Melee)
  • 10.38% Defense(Ranged)
  • 30.69% Defense(AoE)
  • 3.6% Max End
  • 6.25% Enhancement(Max EnduranceDiscount)
  • +39% Enhancement(Accuracy)
  • +20% Enhancement(Range)
  • +43.75% Enhancement(RechargeTime)
  • 15% SpeedFlying
  • 198.4 HP (19.51%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 63.75%
  • MezResist(Held) 63.75%
  • MezResist(Immobilized) 63.75%
  • MezResist(Sleep) 63.75%
  • MezResist(Stunned) 63.75%
  • MezResist(Terrorized) 63.75%
  • MezResist(Teleport) 100% (20% chance)
  • 24.5% (0.41 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 60% ResEffect(SpeedFlying)
  • 60% ResEffect(RechargeTime)
  • 60% ResEffect(SpeedRunning)
  • 11% Resistance(Smashing)
  • 41% Resistance(Fire)
  • 41% Resistance(Cold)
  • 8% Resistance(Energy)
  • 8% Resistance(Negative)
  • 10.25% Resistance(Toxic)
  • 15.25% Resistance(Psionic)
  • 11% Resistance(Lethal)
  • 15% SpeedRunning
Edited by DarkShadowen
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Did you mean to split Defenders bastion like that?

Might get more bank out of splitting Vigilant Assault into 3s

Serious recharge and endu buff x 2.

 

On the winter sets, might consider dropping the dmg/recharge pieces and replacing with procs.

They have good numbers with out it, so unless you really want the fire/cold def set bonuses...

 

Working on a Kin/elec  myself currently, but he isn't really high enough lvl yet to give you much feedback.

But pretty sure I will get hasten a bit closer to when I get fulcrum shift than your build ha it.

best o luck!

 

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I hope you have great fun with your shiny new Defender!

 

A few broad observations:

  • Transfusion is one of the best heals in the game, and worthy of slotting. Give it some love, and don't forget to mix in some accuracy.
  • I don't really know what you're going for with your set bonuses - they are all over the place. You have random defense bonuses all around, but only hit softcap on Fire/Cold, which is the least useful. Choose a vector to focus on like S/L and/or Ranged, or possibly Melee and stick to it. You don't even have to softcap, but focus your bonuses in a more useful direction.
  • Power sink has no use here. It's a bad sapping tool because it's on too long of a cooldown with a long cast time, and you already have infinite endurance from Transference. I would drop this for Voltaic Sentinel, or maybe even a procced out Tesla Cage. 
  • Given the lack of need for power sink, just go with Mu mastery instead and grab charged armor there - no need to waste a prereq on electric fence. I guess if you really want electric fence, go for it, but not amazing utility.
  • As @RandomAccess mentioned, splitting the Vigilant Assault set in 2 is great for doubling up on the 3 piece recharge bonus. The Bastion ATO set is either a 5 or 6 slot somewhere (depending on if you pursue ranged def), or else just extract the proc and ignore the other pieces.
  • Consider adding procs to several key attacks - at least Zapp, possibly even one or two in your nuke. If you pick up Tesla Cage, proc it out fully. Procs are already proportionally more powerful for defenders, but since you can cap damage with fulcrum, they're even better for Kinetics, as they allow you to reach beyond the damage cap.
  • If you need to steal slots, consider dropping numina unique or potentially even Miracle. Some kins like to lean less on transference, which is fine, but it does allow you to drop a lot of end support if the benefit is right.
  • Consider the gaussian proc in Charge Up. Though you will have fulcrum, the extra on-demand non-conditional damage can be quite useful, and more to-hit is even better when you are debuffed/hitting high.
  • Transference could use some slotting love as well. Even if you're not dropping a whole set in it, I would find a way to put a bit more acc in there.
  • Both Siphon Speed and Fulcrum could benefit from some extra acc slotting, though it's not awful as is. I prefer to slot a 1 or 2 recharge in Fulcrum as well for better uptime.
  • The preventative medicine proc is quite powerful. I would find a way to drop it somewhere. Doesn't matter where.

 

I'm not sure how committed you are to an electric themed epic pool. If you aren't concerned about this from a thematic perspective, Psy epic is worth considering for solo work (mass hypnosis for setup, good types for armor, superior hold for proc damage), and Dark Mastery provides some useful melee control in oppressive gloom alongside a useful armor.

 

 

 

Edited by Onlyasandwich
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Thank you both for the feedback - it's much appreciated. I've done some tweaking based on the comments. Lots more procs added. The theme is definitely Electric, so Mu makes more sense thank Psy. I do use Mu on several Brutes and like Electric Fences, but can see that I probably don't need it. How's this looking?

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(43)
Level 1: Charged Bolts -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Rchg/+Absorb(5), Dvs-Hold%(50), PwrTrns-+Heal(50)
Level 2: Lightning Bolt -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg/EndRdx(5), SprVglAss-Acc/Dmg/EndRdx/Rchg(7), EnrMnp-Stun%(50)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Siphon Speed -- IceMisTrmt-+ColdDmg(A), IceMisTrmt-Acc/Dam/End/Rech(7)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), Ksm-ToHit+(37), ShlWal-ResDam/Re TP(37), LucoftheG-Def/EndRdx(45)
Level 10: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(13), Rgn-Dmg/EndRdx(36), Rgn-Knock%(37)
Level 12: Speed Boost -- BlsoftheZ-ResKB(A)
Level 14: Short Circuit -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(15), Arm-Acc/Rchg(15), Arm-Dmg/EndRdx(17), Arm-Dam%(17), FuroftheG-ResDeb%(19)
Level 16: Increase Density -- GldArm-3defTpProc(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Boxing -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(23), Hct-Dam%(23)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), Rct-Def/EndRdx(29), Rct-Def(34), Rct-ResDam%(34)
Level 26: Transference -- PrfShf-End%(A), PrfShf-EndMod/Acc/Rchg(27), PrfShf-EndMod/Acc(27)
Level 28: Charge Up -- GssSynFr--Build%(A), RechRdx-I(29)
Level 30: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(31), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Rchg/SlowProc(33), Apc-Dam%(33)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33)
Level 35: Tesla Cage -- Thn-Acc/Dmg/EndRdx(A), Dcm-Build%(46), UnbCns-Dam%(46), GhsWdwEmb-Dam%(46), NrnSht-Dam%(48), GldJvl-Dam%(48)
Level 38: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(39), UnbGrd-ResDam(39), TtnCtn-ResDam(39), TtnCtn-ResDam/EndRdx(40), TtnCtn-ResDam/EndRdx/Rchg(40)
Level 41: Thunderous Blast -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(42), SprDfnBst-Dmg/EndRdx/Rchg(42), SprDfnBst-Acc/Dmg/EndRdx(42), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43), SprDfnBst-Rchg/Heal%(43)
Level 44: Electric Shackles -- GldJvl-Dam%(A), GldNet-Dam%(45), Lck-%Hold(45)
Level 47: Super Speed -- HO:Micro(A)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 1: Vigilance 
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(48)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- EndMod-I(A)
Level 1: Shocked 
Level 49: Quick Form 
Level 47: Speed Phase 
------------

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Apologies for my lack of clarity!  When I said add procs I mean damage procs. The other little mez, slow, heal, etc procs are pretty weak and not a great use of a slot.

 

The ato procs are still quite powerful of course.

 

I'll pull this up and provide further feedback when not on mobile.

 

One thing I do see right off hand is that you have no acc in transference or transfusion. They really want solid acc slotting, as they are your lifeline and battery respectively, and life will be hard against higher mobs if they miss 

 

Correction, pulling it up in mids, I do see acc in transference. The PM set is really nice - you might be good enough with the strong global acc you have here. It does make the build less exemp-friendly.

 

Overall solid! I see that most of your proc additions are damage, and well placed. The hold proc might have marginal use given that you have a hold to stack with, but still a bit suboptimal. Power transfer heal proc isn't actually bad, but not really necessary in kin. Overall a much cleaner build! I think you'll have success with it. I'll put together a vision of how I would approach the same combo later on as well.

Edited by Onlyasandwich
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My current build uses scorpion shield.  I want to switch over to a resist armor.  Seeing this post prompted me to design it and

just wanted to share.

 

It has 45% AoE defense & capped S/L resist.  It can get melee and ranged defense over 45% with Agility and Support incarnates.

 

I go overboard with accuracy.  It's a obsessive amount.

 

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

kin - elec 2.75: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Transfusion -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(3), TchoftheN-Acc/Heal(3), TchoftheN-Acc/EndRdx/Heal/HP/Regen(5), Acc-I(5)
Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(9), SprDfnBst-Rchg/Heal%(11)
Level 2: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(15), SprWntBit-Rchg/SlowProc(15)
Level 4: Siphon Power -- Acc-I(A), Acc-I(17)
Level 6: Siphon Speed -- Acc-I(A), Acc-I(17), RechRdx-I(19), RechRdx-I(19)
Level 8: Super Speed -- BlsoftheZ-ResKB(A)
Level 10: Ball Lightning -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(21), SprVglAss-Dmg/EndRdx/Rchg(21), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(23), SprVglAss-Rchg/+Absorb(25)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(27), LucoftheG-Def/EndRdx/Rchg(29), Krm-ResKB(29), Ksm-ToHit+(31)
Level 18: Increase Density -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 20: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(34)
Level 22: Zapp -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34), Apc-Dmg/EndRdx(36), Apc-Dam%(36), Acc-I(36)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(37), Rct-ResDam%(39), ShlWal-ResDam/Re TP(39)
Level 26: Transference -- Acc-I(A), Acc-I(39), RechRdx-I(40)
Level 28: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(42)
Level 30: Boxing -- Empty(A)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(43), RechRdx-I(43), RechRdx-I(43)
Level 35: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam(45), Ags-ResDam/Rchg(45)
Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Rchg/ImmobProc(48)
Level 41: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(48), Ags-ResDam/EndRdx/Rchg(50)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Inertial Reduction -- WntGif-ResSlow(A)
Level 1: Vigilance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Shocked
Level 8: Speed Phase
Level 49: Quick Form
Level 50: Agility Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Polar Lights Core Superior Ally
Level 50: Support Core Embodiment
Level 50: Clarion Core Epiphany
Level 50: Reactive Core Flawless Interface
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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So I promised I would put together a build. Honestly, Kin/ is a bit of a hard set to focus for a good build! Since there isn't really much solid mitigation built into your primary, and primary powers themselves often don't even take sets, you really have to carefully consider where you focus your bonuses.

 

This build comes out with a few highlights:

  • S/L resist capped.
  • Softcap ranged defense. 
  • Procs procs procs - damage squeezed in all over.
  • Solid slow resist at 80%. This is especially important in kin, which lives on its clickies. Underrated debuff resistance in many situations.
  • Lots of built-in Knockback protection (15 pts). You won't be thrown around!

Weird stuff about it:

  • I went Nerve core for the Alpha, allowing for more flexibility in acc slotting. I tried to shore this up as much as possible for exemping, but the Alpha should kick in when it counts. This give a little edge in defense as well, though that is not the primary purpose. You make up the damage with Fulcrum either way.
  • Tesla Cage. I haven't had a chance to play with it since the change. It seems to be a bit less proc-worthy than most holds, though still decent when jam packed. I really don't know how worthwhile the aoe chain mechanic is. It might be a fair trade to either drop this for lightning bolt, or maybe even the epic electric hold, which procs super well. Does damage enhancement even apply to the chains? Who knows?
  • I have no extra end support slotted at all. Between the infinite fountain of Transference and the built-in refund mechanic on electric blast, it's worth saving the slots.
  • Don't cross your eyes at the Kick and Speed boost slotting - ranged defense mules!

 

Areas that could be better:

  • S/L defense might be a better goal than ranged, though it's hard to say. Short Circuit does require melee range, but even in melee, ranged defense is very important. On a team this won't matter so much, and solo your sapping can actually do something worthwhile and neuter the melee with careful application. Unfortunately, slotting for S/L defense from the ground up requires heavier set investment, and leaves little room for the procs I want.
  • Exotic resists. I mean - it's not a tanker. You have resists outside of S/L/E, but they're not very strong. Fulcrum does help, and you have heals.
  • There isn't really a completely smooth single target attack chain of optimal powers. However, Charged bolts recharges quickly enough to keep it moving between the big punchers, and realistically Kin/ is a super busy set who will be bouncing plenty of other powers in there, even when piling on an AV.
Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Transfusion -- Prv-Absorb%(A), Prv-Heal(25), ThfofEss-Acc/Heal(27), TchoftheN-Acc/Heal(42)
Level 1: Charged Bolts -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(3), SprVglAss-Rchg/+Absorb(3), SprWntBit-Acc/Dmg(17), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(19)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Ball Lightning -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Rchg/Heal%(9)
Level 6: Siphon Speed -- PcnoftheT-Acc/Slow(A)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(9), BlsoftheZ-Travel(15), WntGif-ResSlow(31), ShlWal-ResDam/Re TP(43)
Level 10: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), Obl-Dmg(11), Obl-%Dam(13), Erd-%Dam(13), Arm-Dam%(15)
Level 12: Speed Boost -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(40)
Level 14: Increase Density -- StdPrt-ResDam/Def+(A)
Level 16: Charge Up -- GssSynFr--Build%(A), GssSynFr--ToHit(37), GssSynFr--ToHit/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--ToHit/Rchg(48)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Zapp -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(21), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), GldJvl-Dam%(23), StnoftheM-Dam%(23), Apc-Dam%(25)
Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Dam%(33), ExpStr-Acc/KB(43)
Level 24: Tough -- HO:Ribo(A)
Level 26: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(27), PreOptmz-EndMod/Rech(31), PreOptmz-EndMod/Acc/End(48), PreOptmz-EndMod/Acc/Rech(50), PreOptmz-EndMod/End/Rech(50)
Level 28: Tesla Cage -- HO:Endo(A), GldJvl-Dam%(29), GldNet-Dam%(29), NrnSht-Dam%(34), GhsWdwEmb-Dam%(34), UnbCns-Dam%(34)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33)
Level 35: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(37), ExpRnf-+Res(Pets)(37)
Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), Rgn-Dmg/Rchg(39), JvlVll-Dam%(39), Bmbdmt-+FireDmg(40), PstBls-Dam%(40)
Level 41: Charged Armor -- GldArm-3defTpProc(A), GldArm-ResDam(42), GldArm-Res/Rech/End(42), GldArm-RechEnd(43), GldArm-RechRes(45), GldArm-End/Res(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(45), Rct-Def(45)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(50)
Level 1: Vigilance 
Level 1: Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(33)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Shocked 
Level 49: Quick Form 
Level 49: Speed Phase 
Level 50: Nerve Core Paragon 
------------

 

 

 

Edited by Onlyasandwich
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1 hour ago, Onlyasandwich said:

A quick addendum here - Electric Fences is indeed awesome! Unfortunately, the Defender pool is only giving you the single target version.

Now that's a bummer! Definitely makes not taking it a non-issue. Guess that's why it's "Electric Fence" and not "Electric Fences" - suppose I could read the descriptions more closely!

 

 

2 hours ago, Onlyasandwich said:

So I promised I would put together a build. Honestly, Kin/ is a bit of a hard set to focus for a good build! Since there isn't really much solid mitigation built into your primary, and primary powers themselves often don't even take sets, you really have to carefully consider where you focus your bonuses.

Thank you for all the feedback and the detailed explanations. You weren't kidding about the procs, that's for sure!

 

5 hours ago, Inverted said:

My current build uses scorpion shield.  I want to switch over to a resist armor.  Seeing this post prompted me to design it and

just wanted to share.

Glad I could help :classic_tongue: Thanks for this build, though - much appreciated.

 

Using some of both of what's been shared, I think I'm going to try this one out, see how it goes. I think it's a decent start for me to learn. Definitely not as many procs or resists as Onlyasandwich's build, but think it strikes a good balance. I was thinking there may be too many attacks, given that there are so few toggles/passives - maybe cutting down on my previous onslaught would help, so I mixed in some different takes. Heavily based on Inverted's feedback. If I made any glaring mistakes, please don't hesitate to call me out, though! Thanks again!

 

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Doc Feedback 3: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Transfusion -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(3), TchoftheN-Acc/Heal(3), TchoftheN-Acc/EndRdx/Heal/HP/Regen(5), ThfofEss-Acc/Heal(5)
Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(9), SprDfnBst-Rchg/Heal%(11)
Level 2: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(15), SprWntBit-Rchg/SlowProc(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Siphon Speed -- PcnoftheT-Acc/Slow(A), PcnoftheT-Acc/EndRdx(17), IceMisTrmt-+ColdDmg(19), IceMisTrmt-Acc/Dam/End/Rech(19)
Level 8: Super Speed -- HO:Micro(A)
Level 10: Ball Lightning -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(21), SprVglAss-Dmg/EndRdx/Rchg(21), SprVglAss-Acc/Dmg/EndRdx(23), SprVglAss-Acc/Dmg/EndRdx/Rchg(23), SprVglAss-Rchg/+Absorb(25)
Level 12: Speed Boost -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(27), LucoftheG-Def/EndRdx/Rchg(29), Krm-ResKB(29), Ksm-ToHit+(31)
Level 18: Increase Density -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 20: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(34)
Level 22: Zapp -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34), Apc-Dmg/EndRdx(36), Apc-Dam%(36), GldJvl-Dam%(36)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(37), Rct-ResDam%(39), ShlWal-ResDam/Re TP(39)
Level 26: Transference -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Acc/End(39), PreOptmz-Acc/Rech(40)
Level 28: Charge Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(42)
Level 30: Kick -- FrcFdb-Rechg%(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(43)
Level 35: Charged Armor -- UnbGrd-Max HP%(A), Ags-ResDam/EndRdx(43), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam(45), Ags-ResDam/Rchg(45)
Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Rchg/ImmobProc(48)
Level 41: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(48), Ags-ResDam/EndRdx/Rchg(50)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Vigilance 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(43)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Shocked 
Level 8: Speed Phase 
Level 49: Quick Form 
Level 50: Agility Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Polar Lights Core Superior Ally 
Level 50: Support Core Embodiment 
Level 50: Clarion Core Epiphany 
Level 50: Reactive Core Flawless Interface 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

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I'm sure it will be a great character to play!

 

General notes on the latest iteration:

  • I'm still not clear on your IO slotting focus for defense - you are stacking full winter sets and end up with a weird set of softcap defenses. AoE and F/C are more marginal than say melee, ranged, or S/L/E. 
  • Splitting the Vigilant assault set in 2 is quite powerful! What you have here certainly won't perform poorly, but this is a fun optimization for any defender build, as you get two 10% recharge bonuses for little investment, and can flesh out the other three slots with procs or other good sets as you like.
  • Voltaic Sentinel is a pretty good power now. It is basically what /Electric gets instead of a real heavy hitter single target blast, and adds up to a ton of damage over time, especially in single target scenarios. I would definitely find a way to use it, or at least try it for a while and see how you like it. Also consider that Kin is super busy - VS is essentially free damage that requires no animation time. 
  • You are overinvested in defense slotting for combat jumping, which provides little return on the bonuses. If you are going for the 4 slot lotg, drop it in weave instead.
  • Just a small optimization - move the unique +res IOs to combat jumping, as they aren't part of a used set, and you'll have access to them earlier. This will be possible if you yank the aforementioned extra lotgs from combat jumping.
  • Superspeed doesn't really need speed/end enhancement. Just drop the KB prot travel IO in there so you can yank the karma from combat jumping and keep it at 8 pts. Winter slow resist is also a worthy option, as you are only at 45% here even with your winter sets.
  • Assault is super redundant when you have fulcrum shift. I would heavily advise tactics instead.

 

 

Edited by Onlyasandwich
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12 hours ago, Onlyasandwich said:

I'm still not clear on your IO slotting focus for defense - you are stacking full winter sets and end up with a weird set of softcap defenses. AoE and F/C are more marginal than say melee, ranged, or S/L/E. 

 

From the perspective of everyone on the team being in melee to get the most out of fulcrum and transfusion.  Especially if there is a brute or tanker.  I'm not worried about a few single target attacks. I'm worried about half the spawn AoEing the "tank" and hitting me.

 

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There is a difference between min/max and optimization. People typically associate min/max with the ideology of only playing the best AT combo and only the best most OP builds. Optimization is just that, you can play a lesser performing AT/combo, but you can still optimize your build so you can get the most out of it. Optimization is not a bad thing.

 

If you want to develop a discerning eye for good, well planned builds, start by understanding some fundamental game mechanics.

 

- What are set bonuses that builds typically chase, and why?

- What is the significance of defense, how does it work?

- How does your choice of ATs/powersets impact your general approach to builds?

     - what synergizes with the powersets?

     - what are potential holes that you might need to plug in?

     - what are some tools available to you within your powersets that can help you plug in those holes?

- Why is range defense important? even for builds that would want you in melee range?

 

If you understand those you can develop build goals that you can focus on, which is the first step to creating good builds.

 

Advanced build topics that you will pick up as you practice building as these gravitate more towards optimization:

 

How procs work

Do you NEED to plug in every hole you find? What is the cost of doing that?

Slot economy/efficiency - How do you use the least number of slots to achieve your goals. I see newbies doing this a lot: slot 6 pieces of a purple set when all they really want is the recharge bonus at the 5th slot.

Bonuses vs real numbers - Is your blind devotion to set bonuses missing the forest for the trees when you could have just slotted another power a normal way and gotten more value out of it? I see this a lot with people chasing S/L resist. They will 5 slot combat jumping with lotg for that resist and ignore slotting tough or epic/patron shields with basic resist enhancements.

 

One final thing. Don't blindly follow the herd on every build. You see things like these echoed over the forums:

 

You NEED softcap defense and hardcap S/L resist

Don't take this power, it does no damage

Don't take this power, it has horrible animation times

You NEED Perma-Hasten

 

They are not always wrong, but they often disregard synergies in your particular build or your own build goals, and your skill as a player.

 

So I'm going to cover some basic mechanics here:

 

- What are set bonuses that builds typically chase, and why?

You seem to have a decent grasp of this. In general all ATs can benefit from Recharge, defense and +HP, and slow resist. Slow resist is especially important for powersets whose survival depends on click powers such as fire armor or regen. If those builds gets slowed and their heal recharge is neutered to the ground, they die.

 

- What is the significance of defense, how does it work?

Defense gives more bang for the buck than resist for survival, especially for squishies that lack mez protection. Resistance won't help you avoid mezzes, defense can. 45% defense is the softcap which means enemies will have a 5% chance to hit you. But another stopping point for builds is 32.5 defense, at that point a simple luck inspiration will help achieve softcap 1 minute at a time.

 

Defense is divided into 2 major categories - typed and positional.

Typed defense will cover any attack that has a matching damage type, even if the attack as a mix of other damage types (an attack with smashing/energy damage can be defended by smashing defense or energy defense) If multiple defenses can defend against such an attack then the defense with the highest value is used. That last sentence is tremendously important. It applies to typed and positional defenses and combinations of the two.

 

Positional defense is broken down into 3 categories - melee, range and aoe. These don't care about damage types only the position tag of an attack, they are a bit more "catch all." Most AoEs are coupled with either a melee or range tag, so in general it's far more efficient to focus on the other two vectors than building exclusively for AoE defense.

 

- How does your choice of ATs/powersets impact your general approach to builds?

Melee ATs tend to lend to a more comprehensive survival loadout by softcapping as many defenses as possible and hardcapping resists. This is especially true for tanks/brutes where you see people everyday trying to softcap and get 90% resists. Again, this is not always the rule, you CAN make builds that don't follow that rule and still be successful.

 

Squishier ATs don't have the luxury to do that. There are exceptions. In general it's not wise to try to chase multiple positional defenses, you end up sacrificing a lot. Squishy ATs usually have other tools for survival that you need to consider - heals, debuffs, pure damage(blasters), soft control(knock back/down patches, slows), hard controls (stuns/holds/confuses). A lot of people that go out of their way to build survival via set bonuses don't look at these. Bottom line, the way you build tanks is not the same way you build squishy ATs. With lower overall HP and lower resist cap and the fact that most squishy builds can't cap all resists, going out of your way to build a squishy like a tank is a fools errand.

 

Do you need hasten? Kinetic defenders have siphon speed which can stack at least 2 times for 40% recharge boost. Defender ATOs are also fantastic for recharge bonuses. Of all the powers in kin/elec the only one that can really benefit from ridiculously high recharge is Thunderous Blast.

 

- Why is range defense important? Even for builds that would want you in melee range?

Kin/elec has transfusion, short circuit and fulcrum shift, they both need you to be in melee right? How do you define melee? Would you consider being 10 feet away from mobs where they can't swing back at you melee? If they can't swing back at you they will either run towards you or shoot you, if you take away the option for them to run to you is 10 feet still melee? So if they can't run to you, and can't swing at you, they will be shooting at you with either single target or AoE range attacks, melee defense does nothing against those pew pews, and AoE defense does nothing to stop single target range attacks, a lot of which carry debuffs or mez. Short circuit has a 20 ft radius, fulcrum shift also have a large radius, as does transfusion. People who build for melee defense on squishies that play in melee range generally do not understand this subtlety in game mechanics, nor do they understand the simple yet subtle art of moving.

 

The other defense that can be important for squishies that spend a lot of time in melee is S/L defense, as S/L covers most melee and melee pbaoe attacks, range defense covers the rest, including range AoE attacks. With proper mitigation tools S/L defense is not necessarily all that paramount. Range defense is always important because it covers attacks from mobs outside of your zone of interaction.

 

Final food for thought - Have you considered Hover?

Consider the synergies: Siphon speed helps you hover faster without the need for evasive maneuvers. You can keep your distance and still reap the benefits of transfusion, Short Circuit and Fulcrum shift. Nothing in your toolkit requires you to be on the ground or close to the ground.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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2nd character I ever built on live was Kin/Elec Defender. I've loved him. I love him even more now that Elec got a bump. I'm not very good at min/max or building, but I had some help from a wonderful player whose name I've lost to time. But, since he shared w/ me, I thought I'd share with you. 

This build is for solo, and is, as far as I can tell, just about as OP as the build can get. 

Main thing to know is, get close, and STAY close to your enemies. I use this build to drain the Bosses of all END foremost, and then keep them drained while my AOE's do their work. I can farm with him, but mainly I use him to pump a team up to maximum DPS and SPEED. I was always about using Siphon Speed, but the builder of this recommended it would be unnecessary as it's already ULTRA fast, and it truly is. 

Enjoy.

 

 

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

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

  • (A) Touch of the Nictus - Accuracy/Healing/Absorb

Level 1: Charged Bolts

  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (34) Superior Vigilant Assault - Damage/RechargeTime
  • (40) Superior Vigilant Assault - Damage/Endurance/RechargeTime

Level 2: Lightning Bolt

  • (A) Superior Vigilant Assault - Accuracy/Damage/Endurance
  • (27) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
  • (43) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime

Level 4: Ball Lightning

  • (A) Ragnarok - Damage
  • (5) Ragnarok - Damage/Recharge
  • (7) Ragnarok - Accuracy/Damage/Recharge
  • (9) Ragnarok - Accuracy/Recharge
  • (9) Ragnarok - Damage/Endurance

Level 6: Super Speed

  • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
  • (7) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance

Level 8: Increase Density

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Kismet - Accuracy +6%
  • (13) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (13) Winter's Gift - Run Speed, Jump, Flight Speed, Range
  • (15) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance

Level 12: Speed Boost

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 14: Short Circuit

  • (A) Armageddon - Chance for Fire Damage
  • (15) Armageddon - Damage/Recharge
  • (17) Armageddon - Accuracy/Damage/Recharge
  • (19) Armageddon - Accuracy/Recharge
  • (19) Armageddon - Damage/Endurance
  • (34) Fury of the Gladiator - Chance for Res Debuff

Level 16: Aim

  • (A) Rectified Reticle - To Hit Buff
  • (17) Rectified Reticle - To Hit Buff/Recharge

Level 18: Boxing

  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (50) Kinetic Combat - Damage/Endurance/Recharge

Level 20: Tough

  • (A) Reactive Armor - Resistance
  • (21) Reactive Armor - Resistance/Endurance
  • (21) Reactive Armor - Resistance/Recharge
  • (27) Reactive Armor - Resistance/Endurance/Recharge

Level 22: Weave

  • (A) Reactive Defenses - Defense
  • (23) Reactive Defenses - Defense/Endurance
  • (23) Reactive Defenses - Endurance/RechargeTime
  • (25) Reactive Defenses - Defense/RechargeTime
  • (25) Reactive Defenses - Defense/Endurance/RechargeTime
  • (29) Reactive Defenses - Scaling Resist Damage

Level 24: Zapp

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (31) Superior Winter's Bite - Damage/RechargeTime
  • (33) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (33) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (33) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (34) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 26: Transference

  • (A) Efficacy Adaptor - Accuracy/Recharge

Level 28: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (29) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge

Level 30: Tactics

  • (A) Rectified Reticle - To Hit Buff
  • (36) Rectified Reticle - To Hit Buff/Recharge

Level 32: Fulcrum Shift

  • (A) Accuracy IO

Level 35: Hasten

  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 38: Thunderous Blast

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (39) Superior Frozen Blast - Damage/Endurance
  • (39) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (39) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (40) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (40) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 41: Consume

  • (A) Superior Avalanche - Accuracy/Damage
  • (42) Superior Avalanche - Damage/Endurance
  • (42) Superior Avalanche - Accuracy/Damage/Endurance
  • (42) Superior Avalanche - Accuracy/Damage/Recharge
  • (43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Avalanche - Recharge/Chance for Knockdown

Level 44: Fire Shield

  • (A) Reactive Armor - Resistance
  • (45) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Recharge
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Steadfast Protection - Resistance/+Def 3%

Level 47: Greater Fire Sword

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (48) Superior Blistering Cold - Damage/Endurance
  • (48) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (48) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (50) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (50) Superior Blistering Cold - Recharge/Chance for Hold

Level 49: Inertial Reduction

  • (A) Empty

Level 1: Vigilance 


Level 1: Brawl

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I have an ancient kin/lec build really needing a respec as the damage is awful but i always preferred my corr version. Not hard to hit numbers its 75% s/l res, 45% melee and range and i got to play with thunderstrike. It looks like junk but it does just fine on +4 stuff running agility and clarion. Its a fender so i didn't build for damage just to live long enough to buff team. Hasn't been changed since new elec changes, still don't have access to latest mids:

 

 

 

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

KIN LEC LEC: Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
------------
Level 1:    Transfusion            NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(3), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(7)
Level 1:    Charged Bolts            SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Dmg/Rchg(11), SprDfnBst-Acc/Dmg(11)
Level 2:    Lightning Bolt            Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(15), Thn-Acc/Dmg/Rchg(29)
Level 4:    Ball Lightning            SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Dmg/EndRdx/Rchg(19), SprVglAss-Dmg/Rchg(19)
Level 6:    Siphon Speed            RechRdx-I(A)
Level 8:    Increase Density        UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31)
Level 10:    Short Circuit            Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(25), Obl-Dmg(25), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29)
Level 12:    Speed Boost            BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33)
Level 14:    Maneuvers            LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34)
Level 16:    Tactics                GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit/Rchg/EndRdx(34), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit(36), GssSynFr--ToHit/EndRdx(36), GssSynFr--Build%(37)
Level 18:    Boxing                Empty(A)
Level 20:    Zapp                StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Acc/Dmg(21), StnoftheM-Dmg/EndRdx(23), StnoftheM-Acc/ActRdx/Rng(23)
Level 22:    Tough                StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45)
Level 24:    Weave                LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), ShlWal-Def(46), ShlWal-Def/EndRdx(46)
Level 26:    Transference            EffAdp-EndMod/Acc/Rchg(A), EffAdp-EndMod(33), EffAdp-Acc/Rchg(33)
Level 28:    Combat Jumping            LucoftheG-Def/Rchg+(A), LucoftheG-Def(47), LucoftheG-Def/EndRdx(47)
Level 30:    Super Jump            BlsoftheZ-Travel(A), BlsoftheZ-ResKB(47)
Level 32:    Fulcrum Shift            RechRdx-I(A)
Level 35:    Thunder Strike            SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SuddAcc--KB/+KD(42)
Level 38:    Thunderous Blast        Rgn-Acc/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(39), Rgn-Dmg(39), Rgn-Dmg/EndRdx(40)
Level 41:    Charged Armor            UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 44:    Hasten                RechRdx-I(A), RechRdx-I(48)
Level 47:    Super Speed            BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(48)
Level 49:    Vengeance            LucoftheG-Def/Rchg+(A)
Level 1:    Brawl                Empty(A)
Level 1:    Sprint                Empty(A)
Level 1:    Vigilance    
Level 2:    Rest                Empty(A)
Level 1:    Swift                Empty(A)
Level 1:    Health                Pnc-Heal/+End(A)
Level 1:    Hurdle                Empty(A)
Level 1:    Stamina                PrfShf-End%(A), PrfShf-EndMod(48)
Level 49:    Quick Form    
Level 50:    Agility Core Paragon    
Level 30:    Double Jump    
Level 47:    Speed Phase    
------------

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Thank you all for the feedback - this is really great!

 

I will admit - my sets are all over the place for no other reason that I'm not 100% sure what I'm doing. Trying to pick combinations that increase defense, but not enough attention to which defense categories are more likely to run into. Point taken there.

 

Nemu - extremely helpful write-up - thank you!

 

So, I do have a question - how do the set bonus' work on powers like Increase Density? Do I get the flat bonus' of things like Unbreakable Guard or Gladiator's Armor regardless as long as it's slotted? Do they transfer to the target as well?

 

 

 

 

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4 hours ago, Nemu said:

Positional defense is broken down into 3 categories - melee, range and aoe. These don't care about damage types only the position tag of an attack, they are a bit more "catch all." Most AoEs are coupled with either a melee or range tag, so in general it's far more efficient to focus on the other two vectors than building exclusively for AoE defense.

 

This isn't in general.  We are specifically talking about kinetic / electric.  I'd argue that in the specific case of Kin/Elec, it is more efficient to get AoE to 45%.  And you don't have to weird things like six slot boxing/kick or take another long cast time melee AoE.

 

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2 minutes ago, DarkShadowen said:

So, I do have a question - how do the set bonus' work on powers like Increase Density? Do I get the flat bonus' of things like Unbreakable Guard or Gladiator's Armor regardless as long as it's slotted? Do they transfer to the target as well?

 

Set bonuses apply even when the power is not active.  You do have to be within or above a certain level range for them to be applied.

 

Some enhancements are global like the 3% defense bonus from Gladiator's Armor. They are not transferred to the target.

 

Other enhancements like the Kismet +Accuracy, requires the power to be active.  If it's in combat jumping and you turn it off you lose the bonus.

 

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17 minutes ago, Inverted said:

 

This isn't in general.  We are specifically talking about kinetic / electric.  I'd argue that in the specific case of Kin/Elec, it is more efficient to get AoE to 45%.  And you don't have to weird things like six slot boxing/kick or take another long cast time melee AoE.

 

And I'm saying you can just take hover, fly above mobs and just make range defense work for you. If you truly want no-skill ez mode it doesn't get any easier than staying in one spot shooting mobs that can't touch you with their really bad touch attacks and avoiding 95% of their range attacks, with a healthy amount of resists to mitigate what little does come through.

 

In addition, if you are going to sap melee range stuff then there's already enough melee range mitigation over time there, so that means you need to worry more about range stuff as the stuff around you gets sapped. As I said in the rest of my post, you can interact with those in melee range with the tools at your disposal (even "gasp" move a few feet away from them), you can't interact with those shooting you from afar. You already possess one of the best heals in the game, and a damage debuff, and end drain, have you thought about putting the knockdown procs into your alpha openers such as ball lightning or short circuit? Even Repel? These are all mitigation tools you have at your disposal.

 

I made a Rad/Kin Proc Corruptor that doesn't hover, doesn't have softcap defense nor any s/l resist and guess what? I don't fall over and die every time I hit an attack with that build. So no, I don't see 45% and 75% as the holy grail, because when you know what you are doing you have the freedom to move away from those crutches.

 

And that's something the forums doesn't teach enough, how to actually play the game.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I have a few things to say/ask here (I ask these things with the idea of making a strong toon that can, but will not necessarily, solo +4x8 cimorrea missions):

 

1. Why are you making a defender over a corruptor for this combo? Corruptors get more base damage, a higher damage cap, and scourge. With this combo in particular, I would recommend a corruptor as you get maxed damage shocks combined with scourge.

 

2. Kinetics absolutely shines in melee range. I strongly suggest building M/R defense for your build. Almost all AoE attacks have either a melee or ranged tag, so M/R defense also keeps you safe from AoE.

 

3. Take repel with a knock back to knockdown and a forcefeedback proc. I typically put a +5 endredux as well, but that's up to you. The amount of endurance you get back passively along with transference is more than enough to keep it going, even in the middle of two mobs, even with clarion. It provides you with recharge and a surprising amount of knockdown mitigation.

 

4. You can proc your attacks out with damage AND stuns. Then you can go dark mastery for oppressive gloom and actually stack enough stuns to stun bosses for a few brief moments. Is it worth it? Maybe? Probably not? Is it hilarious and super fun? Yes, yes it is.

Edited by Darkir
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11 hours ago, Darkir said:

<snip>

 

4. You can proc your attacks out with damage AND stuns. Then you can go dark mastery for oppressive gloom and actually stack enough stuns to stun bosses for a few brief moments. Is it worth it? Maybe? Probably not? Is it hilarious and super fun? Yes, yes it is.

 

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21 hours ago, Inverted said:

 

Set bonuses apply even when the power is not active.  You do have to be within or above a certain level range for them to be applied. . . 

 

Thanks for the clarification!

 

14 hours ago, Darkir said:

I have a few things to say/ask here (I ask these things with the idea of making a strong toon that can, but will not necessarily, solo +4x8 cimorrea missions):

 

1. Why are you making a defender over a corruptor for this combo? Corruptors get more base damage, a higher damage cap, and scourge. With this combo in particular, I would recommend a corruptor as you get maxed damage shocks combined with scourge.

To be honest, I have a Kin/Rad corruptor who I started as well, just trying out different combos - no real goal other than the combination and it looked fun.

 

I'm wondering with the recharge bonus' from a lot of these sets if I should skip Hasten altogether. 

 

I'm thinking about Repel, and the proc piece is very interesting. I hadn't thought of the knockdown/stun alternative to allowing me to be in melee range without worrying too much. I think that even though they're most blast powers, I'll probably be playing pretty close. 

 

While Hover would definitely work, I was thinking of Speed more being in line with the theme, but good suggestion. 

 

I was also trying to think about TF's and powers that'd be available on exemping, but there's so much to consider! 

 

I love the conversation - feels like 2005! Thanks all!

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  • 2 weeks later

So, based on the above, playing with this build now - almost all done, just a couple Hami's to still get. Thanks for all of the feedback in this thread - really appreciate it. I've also created a corruptor alternate of this toon with a mirror universe-esque bio, so we'll see how that build turns out. Good times!

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Experimentation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Transfusion -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(46), TchoftheN-Acc/Heal(48), TchoftheN-Acc/EndRdx/Heal/HP/Regen(48), TchoftheN-Acc/EndRdx/Rchg(48)
Level 1: Charged Bolts -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(3), SprVglAss-Rchg/+Absorb(3), SprWntBit-Acc/Dmg(45), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Ball Lightning -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Rchg/Heal%(43)
Level 6: Siphon Speed -- PcnoftheT-Acc/Slow(A), PcnoftheT-Acc/EndRdx(50), PcnoftheT-Rng/Slow(50), PcnoftheT--Rchg%(50)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(9), BlsoftheZ-Travel/EndRdx(9), WntGif-ResSlow(37), ShlWal-ResDam/Re TP(40)
Level 10: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), Obl-%Dam(11), Obl-Dmg(13), Erd-%Dam(15), Arm-Dam%(15)
Level 12: Speed Boost -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(13)
Level 14: Increase Density -- StdPrt-ResDam/Def+(A)
Level 16: Charge Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(17), GssSynFr--ToHit/Rchg/EndRdx(17), GssSynFr--Rchg/EndRdx(19), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(34)
Level 18: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(19)
Level 20: Zapp -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(21), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), GldJvl-Dam%(23), StnoftheM-Dam%(23), Apc-Dam%(25)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- HO:Ribo(A)
Level 26: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(27), PreOptmz-EndMod/Rech(27), PreOptmz-EndMod/Acc/End(33), PreOptmz-EndMod/Acc/Rech(34), PreOptmz-EndMod/End/Rech(34)
Level 28: Tesla Cage -- HO:Endo(A), GldJvl-Dam%(29), GldNet-Dam%(29), NrnSht-Dam%(31), GhsWdwEmb-Dam%(31), UnbCns-Dam%(33)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33)
Level 35: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(37), ExpRnf-+Res(Pets)(37)
Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), Rgn-Knock%(39), JvlVll-Dam%(39), Bmbdmt-+FireDmg(40), PstBls-Dam%(40)
Level 41: Charged Armor -- GldArm-End/Res(A), GldArm-RechRes(42), GldArm-RechEnd(42), GldArm-Res/Rech/End(42), GldArm-ResDam(43), GldArm-3defTpProc(43)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(45), Rct-Def(45)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Inertial Reduction -- Jump-I(A)
Level 1: Vigilance 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Shocked 
Level 49: Quick Form 
Level 50: Ion Core Final Judgement 
Level 50: Nerve Core Paragon 
Level 50: Diamagnetic Core Interface 
Level 50: Rebirth Radial Invocation 
Level 50: Support Core Embodiment 
------------

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|-------------------------------------------------------------------|

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On mobile so can't break it open, but looks pretty good just on a scan through! Will be a great character.

 

Edit: Pulled it up in Mids - looking really good indeed! Very clean build overall I think.

 

I see you went with Speed of Sound instead of Hasten, which is totally fine of course. I do like Speed of Sound for the quick teleport and speed on demand, but have personally swapped it for Combat Teleport on most builds where I used previously. I don't like having to toggle it on/off to use Jaunt, and the on-demand binds I tried for Jaunt were wonky. You'll make your own judgement on that end of course - it is a matter of taste.

 

A few very small optimizations:

  • The new Launch Jumping/increased height IO will give you more jump height in Inertial reduction. It's actually a pretty big difference!
  • Additionally, you are pretty far over ED cap on both Acc and Heal for Transfusion, and the 5 piece bonus (2.25 end) isn't doing anything amazing. You could steal the acc/heal slot and drop it elsewhere as you like.
    • You could then drop that slot in Tough with a 2 piece Titanium (Res, end/res) - go ahead and boost it for fun so you hit S/L cap and get some bonus E/N resist from the set. This leaves you overcapped to S/L, so you can trade the Oblit Damage IO in Short Circuit for Winter set Acc/Dam/End, which gives you better enhancement and some extra F/C resist to boot. All in all, from moving that one slot, you gain ~2 S/L resist, 6 F/C resist, 1.5 E/N resist, and get some extra acc and end redux in an important aoe.
    • Alternatively, the Preventative Medicine Proc is very strong defensively, and worth dropping into Health. I'd probably do that instead myself, actually. This proc works the same and automatically no matter where it is slotted. The absorb it provides is pretty darn strong, and comes up when you need it!
  • You could swap the slotting for Weave and Maneuvers to have the scaling IO at an earlier level.

 

I hope you're having a blast with both characters here! I'd love to hear how they compare with one another in performance when you have a good feel for them. Traditionally as @Darkir mentioned Corruptor might be a little more optimal for Kins, as you can still hit damage cap with Fulcrum (though it does take more targets), but do more damage with blasts. I think the improvements to /elec and defender modifiers for sapping might give you a decent edge defensively however, and Defenders have an easier time boosting resists and hitting softcap.

 

 

 

 

 

 

 

 

Edited by Onlyasandwich
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