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Kinetics/Assault Rifle Am I Crazy?!


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Thinking about making a Kinetics/Assault Rifle Defender to play Co-Op with my buddy who plans on playing a Inv/Savage Tanker. Thoughts? I am mainly taking Kinetics because obviously it's a great debuffer/buffer and goes great in a team, and Assault Rifle because it's one of the few sets I haven't toyed around with and have heard nothing but MEHHHH and hoping Homecoming team buffs it in the future! Any thoughts or build ideas are greatly appreciated!!!

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Some ideas

Same build as I PM'ed you.



This Hero build was built using Mids Reborn 3.2.17

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Assault Rifle
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(7)
Level 1: Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Rchg/SlowProc(11)
Level 2: Siphon Power -- Acc-I(A), RechRdx-I(15)
Level 4: Buckshot -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(17), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(19), SprVglAss-Acc/Dmg/EndRdx/Rchg(19), SprVglAss-Rchg/+Absorb(21)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(21)
Level 8: Increase Density -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), StdPrt-ResKB(23)
Level 10: M30 Grenade -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(25), Rgn-Dmg/EndRdx(27), Rgn-Knock%(27)
Level 12: Speed Boost -- EffAdp-EndMod/Acc/Rchg(A), PrfShf-EndMod/Acc/Rchg(29), PreOptmz-EndMod/Acc/Rech(29)
Level 14: Kick -- FrcFdb-Rechg%(A)
Level 16: Beanbag -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(31), Apc-Dmg/EndRdx(31), Apc-Dam%(33)
Level 18: Inertial Reduction -- BlsoftheZ-ResKB(A)
Level 20: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(33), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(34)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 26: Transference -- EffAdp-EndMod/Acc/Rchg(A), PrfShf-EndMod/Acc/Rchg(37), PreOptmz-EndMod/Acc/Rech(39)
Level 28: Flamethrower -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(39), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(40)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(42)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(42)
Level 35: Ignite -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(45)
Level 38: Full Auto -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(46), PstBls-Dmg/Rng(46), PstBls-Acc/Dmg/EndRdx(46)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 47: Super Speed -- Thrst-+Special(A), WntGif-ResSlow(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 1: Vigilance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 49: Quick Form
Level 47: Speed Phase
Level 50: Agility Core Paragon
Level 50: Diamagnetic Core Flawless Interface


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


Edited by Hyperstrike
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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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46 minutes ago, Marshal_General said:

The main thing about kinetics is position. Most of the things you do happen around your target and only if they hit. That means you will have to poke your target with the end of your rifle to get the benefits.


Not likely a problem since as a ranged character playing with a Tanker buddy, the enemy should not be hitting the Defender much. And with the Tanker holding aggro, being close for Transfusion or Transference is less risky. On my Kinetics characters I sometimes zip in for an effect then retreat to range.

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You guys are making this sound a lot of fun to be honest! I can't wait to give it a shot. I will say I was worried about the decent about of cone/aoe damage AR will be doing, especially since he will be playing a Tanker that has no real AoE damage. So I am sure he will be hitting that Taunt power a little more than usual. 

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Tankers have Gauntlet, which gives a 5 target AoE taunt to all single target attacks.


Savage has 3 good AoEs for tanks too, he should be starting off by jumping in with Savage Leap, which should grab most aggro.


Additionally, tanks all have a taunt aura in their primary. (in this case Invincibility) which will help as well.

What this team needs is more Defenders

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If you haven't played AR yet, I would suggest running it on a Corruptor - Flamethrower and Full Auto are very satisfying with those sweet sweet Scourge ticks


As far as jumping around, I play an AR/Pain Corruptor and hopping around to deliver my PbAoE buffs and debuffs is never a problem.  A /kin might hop around more but you'll get to choose when and where to engage.  Slot a KB>KD IO in m30 grenade and you can put a group on their ass, hop in for your buffs then hop back out for your cones

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On 8/22/2022 at 11:00 PM, Dark Current said:

Kin + cones is a tricky combo. You'll be fighting yourself for correct positioning. But if you're teaming with a regular duo, you'll figure out the optimal positioning and power execution order.


Not as much as you'd think.  Speed Siphon makes battle space repositioning easy.   if you're teaming with a Tank, the trick will be to always keep the Tank 'downrange' of your targets as a backstop.  (That, and not unloading so much damage that you out-aggro the Tank's taunt.  But you'll be a Defender, so that's likely a non-issue.)


The only powers that you'll need to be concerned with a KB proc are Slug and M30 Grenade, and as @Ringo stated above, a KB to KD enhancement in the Grenade will keep it from scattering an entire spawn.  Slug is single target, so just position yourself to knock the intended victim into the tank.  😄 


I ran an AR/Kin Corruptor on Live, and the biggest pain point was the early resistance to -Lethal, since AR is mostly Lethal typed damage.  But zooming in and out to take advantage of the Kinetics heal and end refill, or positioning close to an ally to give them some of the Power Siphon, that was easy.


On 8/22/2022 at 8:03 PM, Dahkness said:

Combat TP might be good to get in and out with Full Auto


The only reason I can see using CombatTP would be for the ToHit buff, as Kin already has a great reposition tool in Speed Siphon.  Kin is the "comes with free travel powers" set, no need to take a pool power when Speed Siphon and Inertial Reduction give you two perfectly good ones.  

Edited by MistressOhm
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AE ARC's (So Far!)


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I did see someone in the blaster forum using binds with Combat Teleport.  Teleport to target, teleport 30 ft backwards, teleport to cursor


I could definitely see that as an easy, and cool looking, way to reposition

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10 hours ago, MistressOhm said:

The only powers that you'll need to be concerned with a KB proc are Slug and M30 Grenade, and as @Ringo stated above, a KB to KD enhancement in the Grenade will keep it from scattering an entire spawn.  Slug is single target, so just position yourself to knock the intended victim into the tank.  😄   


I would put a KB->KD in Buckshot

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What this team needs is more Defenders

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