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Old Bugger OMO
frequent visitor



Posted - Jul 29 2004 :  02:10:12  Show Profile  Reply with Quote
****Much of this info is out of date but is still worth looking at for new players. For example sup invis no longer sucks, in fact it kicks now****

This thread is for people to talk about the different powers and power sets. Since a lot of questions are being asked about what powers and sets are good I thought it would be a good idea for people to relate their experiance with the various powers.


Blaster - Fire Blast

My only blaster uses this set. Dont really like blasters and havent lvled any others very high. Did make a couple and mess with them till around 6 and didnt like them. Since I figured I should have at least one I settled on Fire for the good AoE (area of effect) damage. Fire gets extra DoT (damage over time) as its special ability. Hard to go wrong with free damage.

Fire Blast - Flares
Didnt take this one. Figured that latter I would get enough attacks that I wouldnt need a fast weak attack. After playing a while Im not so sure. It is prob a good one to take.

Fire Blast - Fire Blast
Solid basic attack. Does more damage to one target than Fire Ball.

Fire Blast - Rain of Fire
This kind of attack is why I chose fire. Good AoE/DoT attack. It will actualy slow things cought in it. Especialy zombies, almost stops them cold. Cant compair it to the same kind of skill Ice Blast has but I have used the one from Storm Control. The damage on fire is a lot more than storm but doesnt knock down targets.

Fire Blast - Fire Breath
Damage is good. Range sucks and is too narrow. Not impressed with this one.


Blaster - Energy Manipulation

Picked this set as secondary for my blaster because it gets a good knockback/disorient melee attack. Why blasters get a bunch of melee attacks is beyond me. So if your going to get melee on a ranged powerhouse why not pick one that sends them back to long range.

Energy Manipulation - Power Thrust
With 100% chance of knockback this basic punch is nice. I dont want to be in melee with a blaster so knockback is great. It is also useful to knock a target back into the ranged guys so you can hit them all with a AoE. It can also be used to stun a target. Since it takes a little while for them to get back up, a quick charge and power thrust will take them down for a second. Note: Not a good idea to charge large groups with a blaster....no matter how good your melee attack is.

Energy Manipulation - Energy Punch
I didnt take this skill. Since there is a much better dissorient punch that you can get latter I didnt want to end up with a skill I never used. Loading up on a lot of Melee attacks doesnt seem all that useful for a blaster.

Energy Manipulation - Build Up
This skill is available in other power sets but comes earliest in energy. It is verry powerful. It wont last long but it ups your damage massivly. Combined with AoE attacks I can clear a large group out in 2 seconds. I added a few slots to it and reduced the recycle time. I am verry impressed with this skill and would call it a "must have".

More to follow...

Edited by - Old Bugger OMO on Oct 27 2005 13:22:24

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Petrified-OMO
Taxing Patience



Posted - Jul 29 2004 :  09:10:15  Show Profile  Reply with Quote
Good notes Bugger. I would definately agree that any power that boosts your damage and accuracy is a must have.

Oh, and you do know that powerful melee was given to Blasters in order to increase their debt and slow their leveling?

I think power thrust is a great power as well. Since you cannot hold them (Ring of Fire, Chilibain, Web Grenade...) you need some way to keep enemies out of melee range when you are on the ground. ET is perfect for that since they rarely get a swing off before they are flying backwards.

Flares is useful. It recycles quickly but it's animation time (and look) leaves something to be desired. It is good to use when you need "just enough" to give a villan a dirt nap if a Fireball followed by Fireblast does not.



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BackPainOMO
Have Blunderbus, Will Plunder!

Posted - Jul 29 2004 :  12:05:03  Show Profile  Reply with Quote
Fire Blast-Rain of Fire is also great for clearing an area as Mobs will try to flee out from under it. This is good because you can then stand in it and not get meleed by too many mobs at one time.

Fire Blast-Fire sword is good for its high damage. You know you're going to get into melee periodically, it's good to have something to greatly reduce the mobs time he gets to pound you. I like to use it as a kill shot (kind of like an overcharge shot in lineage2).

Fire Blast-Circle of Fire (sword) <name might not be an exact match> Is a very good AoE with nice damage, however the temptation to jump into a fight and use it early will get you killed every time. Likely best used in a group when you are buffed and later in the fight.

There is one more, a starter skill one that leaves a ring fire DoT affect on the Mob, I've been using it wrong because I did not exploit the ability it has to hold the Mob in place. It only lasts about 3-4 seconds, but that is enough to keep him out of melee while you take care of his buddy. This is an otherwise useless skill bacause it does very little damage.

I've been impressed with assault weapons but have not had a chance to try them much. Last night I made a hero amazon with assault weapons that I'm going to try. Look for her on Champion named "Chick WidaGun", she's about 7 feet tall, you can't miss her.


"The (Democratic) Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power. ... We know that no one ever seizes power with the intention of relinquishing it. Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power. Now do you begin to understand me?" --George Orwell, "1984" - And if you have not figured that out by now with Obama in office, there is no hope.

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Petrified-OMO
Taxing Patience



Posted - Jul 29 2004 :  13:02:37  Show Profile  Reply with Quote
Assault is a good primary. Festus' Bean Baghas saved us a lot of trouble (oh, say, locking those pesky Sorcerer's out of a fight).

Chick WidaGun and 7" tall? heh....trying to team up with CatMan more?




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BackPainOMO
Have Blunderbus, Will Plunder!

Posted - Jul 29 2004 :  18:50:28  Show Profile  Reply with Quote
She's more woman than Cat will ever know.

"The (Democratic) Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power. ... We know that no one ever seizes power with the intention of relinquishing it. Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power. Now do you begin to understand me?" --George Orwell, "1984" - And if you have not figured that out by now with Obama in office, there is no hope.

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PacemakerOMO
The Florida Racer!

Posted - Jul 30 2004 :  10:51:05  Show Profile  Reply with Quote
LOL, hmmm no tanker stuff eh?
ElClown's :) Tanker Powers = Brawl, Fist of Ice, Ice Sword, Kick, Flurry, Boxing, Fire Shield, Blazing Aura, Sprint, Consume, Rest


Brawl = not the strongest but enough that you sure could be in trouble with because it can buy some time and damage while u wait for other powers to recharge.
Fist of Ice, Ice Sword, Flurry, Kick = in terms of weakest to strongest (imho) good punch with minor damage

KICK = interesting power this is, the Kick has a very satisfying THUD when you plant that sucer home, on guys that are taller it definitly will kick then in the Jewels, smae hieght it's a forward thrust kick which tends to knock them backwards, it buys alot time to run up on them and get at least 2 more shots in befor they can get up :), if they are real short or have fell down real low or your higher it will proceed to just stomp the pure living crap out of them :), not alot of damage just moderate, I would not do without the kick though, it buys too much time so you can finish the job,,,KICK = absolutly my alltime favorite, Best visible results as graphics happiness goes :) at best only moderate damage, very solid as my best support weapon, bery bery good knockback and down damage, has seen oppontents kicked over the walls down into gullies, up on shelves, skid them on their backs for 20 feet or so, tremdous groin Kick,,, first time i saw the groin kick i tried to go over and help the guy back up, made me hurt inside from watching it :(


FISTS OF ICE = can imobilize them temp., good moderate damage, SUPER first power to lead off an attack, followed by Ice Sword, Flurry (Sugar Ray Stle :), Kick. Then Recycle everything again

Ice Sword = Most Damage of all in the inventory, need accuracy thingy and added damage crap, super as a back up for assault up right in their face, big damage no matter what stage of attack, open or close the attack or both

Flurry = new weapon last night, at least as much damage perhaps as the Ice Sword, Flurry last at least 3 seconds or 2 :) potent weapon inside in a melee when every thing gets confusing, good for slots on quick recycling combo with endurance helper

CONSUME = I do not use this as much because of the long recycle time , but it drains Endurance from foes around u and transfers it too you, hmmmmmmmmmm i did not know this until i read it today :( ( got to read more crap! there were times i needed it and did no know it's true function :(







well from a Tankers point of view last night was fun except when i died :( or
when I would pick the biggest group of guys to go charging into the middle to wup up on, about the time i would get there , fire , lighting , and brimestone would commence to fall, then to top it off about the time i would be prepared to fasten my hands around thier necks SLAM they would go flying out of sight, then it was a foot race to catch them befor they could get up :) but it was very productive , so from the trenches our overall attack ws successful. I thought that is was so very decimating that when I got up this morning i could still smell sulfur and the sweet smell of blood :), darn yall just wait to where we can choose to fight other groups, , the AI is sure better than alot of games i,ve played, just wait till you,ve been ambushed, singled out because your the leader, Petri went to check out the other night and I was caught in the middle of an ambush for Him weeeeeeeeeeeeee!! fun dudes :)







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Old Bugger OMO
frequent visitor



Posted - Aug 11 2004 :  00:28:29  Show Profile  Reply with Quote
Controller - Illusion

Illusion is a strange set. It has arguably the best control but the worst recycle times and end curve. Its damage can be good in some situations and bad in others. It has access to the most and earliest pets and has the least amount of damage dealing powers. To be effective with it you will need some form of extra end recovery form your secondary set. Adding something to help with recycle times is a great help as well. I used radiation for the accelorated metabalism/hasten combo. It does work but wont realy kick in till you fill them with slots of SO. I use 3 SO recycle reducers in acc met with 3 end recovery DO. In hasten I use 4 SO recycle reducers. Might add more latter but I think that may be enough. If I end up with extras latter I will change them to def +.

Illusion - Spectral Wounds
Your main damage skill. In fact one of your only damage skills. The damage is psionic and verry high. The downside is that it is reduced over time. In other words the target will auto heal a % of the damage every few seconds. This seems to only happen once per hit for about 20% of the damage. Even considering the autoheal it still does good damage. The quicker you can make the kill the better this power is since they will recover less.

Illusion - Blind
Med damage psionic hold/sleep. This is by far the best single target hold. As a added effect it can put nearby targets to sleep. They have to be verry close to the target however but its still a nice bonus. The damage is not over time and there is no autoheal. This is your only other damage skill in the whole set. Instead of adding damage modifiers to this skill I took a extra pool power attack to add to my damage. Since the lockdown ability of illusion is so good the fact that pool powers are melee only doesnt realy matter. On this skill I added a accuracy and a couple hold + enhancements.

Illusion - Deceive
Did someone say control? Try I own you soul. This is your secret weapon. It cauases the target to attack other badguys without causing agro. You dont get xp for the damage it does so it has limited use. However, when nothing else works this will. At least on anything short of a super villan. I have found that I dont use it often but when I am in over my head this evens the score. Its great for removing the escorts from bosses or the bosses themselves if you want to. Also if there are no other targets it acts as a hold. Unlike other holds this one is does not have reduced hold time on bosses. The drawback is most bosses take at least 2 in a row to keep them held. I wouldnt take this skill early but by lvl 14 -16 you should get it.

Illusion - Flash
Untill you get phantom army this is your main group control power. It is a large area of effect hold. Its drawbacks are no damage and a verry long recycle time. It is available at lvl 6 tho and you should get it asap. I didnt get it till much latter and wish I hadnt waited. I didnt add any extra slots to it and it is still verry effective with only a accuracy enhancement.

Illusion - Superior Invisablitity
This is a panic button. I didnt take this skill since I dont realy need it. I rarely need a panic button and when I do I have fly. I wouldnt call it a bad skill but it has little use other than to remove yourself from a battle. It could save you from a few deaths but I would wrather have a pool power instead.

Illusion - Group Invisability
I was shocked at how effective this skill is. Like other stealth skills it will reduce agro to almost nothing. I can walk into the middle of a group and not be noticed. What makes this one so good is that it lasts for a long time, affects any teammate close when activated (they dont have to stay close), has no speed recuction and has a huge defencive bonus. The only downside is a slow recycle time. With my acc met/hasten combo I can keep it up at least 80% of the time. Thats without any recharge reductions on it. This skill is why I dont realy need panic buttons any more. The only time I get in trouble is when I dont have it active.

Illusion - Phantom Army
This creates 2-4 fake heroes that attack with random energy powers and cannot be damaged, buffed or debuffed. They can be targeted and attacked. They have low accuracy and slow attacks but huge damage. The big drawbacks are all of the damage is spectral and the recycle time is five min. The damage will auto heal 100% over time. I use this skill for two things. Holding the agro of a large group and after adding 2 recycle reductions, 2 accuracy and a damage I can use them to totaly destroy small groups. This power is every bit as good as it sounds. Prob one of the best single powers in the game.



Edited by - Old Bugger OMO on Aug 11 2004 00:41:50

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Petrified-OMO
Taxing Patience



Posted - Aug 11 2004 :  10:40:41  Show Profile  Reply with Quote
Empathy - You will find many teams pre-20 look for Empathy defenders for their healing capabilities. Pre-30 it is for a mix of healing and buffing. Post 30 it is mostly their buffing that they are looked for.

Healing Aura - simple and good, this will heal all Heros within it's radius. Not as strong as targeted heals, but does it's job well. Slot this one to it's max early on and keep the enhancements up and you will find it rare for a team to die (save for blasters). I have found mixing it with 2 endurance reducers, a recharge and 3 healing enhancements the best for my early play style. Once you get Recovery Aura and Hasten slotted to the full, you can drop the endurance reducers and the recycle and replace them with healing. You will, hands down, have the best healing aura in the game at this point. A must have power.

Heal Other - this is your first targeted heal. It is very useful, but for all the endurance it chews up compared to what it heals I would actually not take it unless you plan on respecing it later. Why? For it to be effective you need to slot it up with End reducers and healing enhancements. However, taking it after you get Recovery Aura and Hasten fully slotted you should be fine with only a couple healing enhancements. Fast recycle decent healing.

Absorb Pain - this is your last targeted heal apart form the power pool. It is the single most powerful targeted heal in the game without enhancing it at all (a very important consideration) and it takes nothing in the way of endurance. However, all this power comes at a cost: you lose a portion of your own health (about 10% I think) and cannot be healed in any way for about 15 seconds. It also has a slight delay between activation and application. Recharge is 15 seconds. With the exception of Tanks, one application of AP will heal a team-mate from red to full health - without adding a single enhancement slot.

Note:
Taking both is not a bad idea for healing at lower levels. However, unless you respec later on, you will find yourself wanting a spare power as you rarely use targeted heals as huch. Personally, I don't mind the danger of losing some health in exchange for healing a near death team-mate. In return I get a targeted heal that I do not have to slot at all. Generally, it seems to work better if your team is not aware you have a targeted heal since they tend to stay closer to you thus allowing you to use Healing Aura to keep them in the green.


Resurrect - The best ressurect in the game unless you discount the side effects of Mutate. Restores full health and endurance. Saves the trip to the hospital. Draw-back: recharge time is long and single target.

Clear Mind - called the tankers best friend. This removes hold, dissorient, sleep, and immobilize effects from the target. Not only does it remove them it also increases the resistence of the hero to their effects for a time. Slap this on a Tank or scrapper before battle and the likely hood of them being taken out (and their defenses dropping) is lessened. Does not really need any slotting to be effective. Fast rechrage and some end drain. You will want this power and use it more frequently at higher levels. A must have power.

Fortitude - your teammates may find the ringing in their ears annoying, but they will want it applied none-the-less since it can turn a blaster into a tank. When applied to a tank it turns them into magnificent machine of destruction and resistence. The power increases the targets defense accuracy and damage output. Without slotting it is effective but useable again only after it wears off of one target. With a recharge and adding a slot each for defense and to-hit buff, you will be the joy of every teammate who gets a hit of it. A must have power.

Recovery Aura - wish you wanted more endurance? Wish you could keep the whole team topped off with endurance? This is the power for you. Between 6 slotting this power with recharge enhancements and taking Hasten fully slotted you can keep this power up and running non-stop. I had taken Stamina, but once I am able to respec I will be removing Stamina all together. As it is now I can end a quick and heavy fight on full health and without hasten but 4 recharge enhancements I can get this up every other fight. A must have power.

Regeneration Aura - not as effective as you may think. What it does is increase your ability to recover health. However, the effect is not nearly as dramatic as it is with Recovery Aura. It helps the retreating teammate to get back in faster, but will not mitigate against a heavy fight where frequent and powerful blows are landing.

Adrenalin Boost - this is an odd spot for this power, like Recovery Aura, it increases the end recovery rate of a single hero. However, it does not last as long as RA AND leaves you disoriented. Lovely. I suppose it is good for slapping an endurance hungry teammate who missed the RA boost, but then you stagger about and after 40 seconds the effect wears off of them. I will not be taking this power.



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Petrified-OMO
Taxing Patience



Posted - Aug 20 2004 :  15:58:33  Show Profile  Reply with Quote
OK.

I have been playing around more with the Kinetics build as of late and between it and Empathy I put it on par at the top of the list of Defender primaries I really like.

The originator of this post, Ladioss_Sopp, pretty much sums the power up so I'll copy it over to here: (note: my comments are in yellow)
quote:

New Updated Kinetics Guide 2.0 with updated numbers for Transference and Transfusion. Changes from the previous guide are marked with a * and listed at the bottom.

All effect's number effects are BASE UNENHANCED numbers. This should let you accurately figure your effect from these powers after applying enhancements.

Remember, controller effects are only 75-80% as effective as the base effect numbers listed in the thread.

Kinetics - The Defender's Guide v2.0
-------------------------------------------

Transfusion (Level 1) - Transfusion is a AE heal power that is centered around the target. The area is fairly large and extends slightly beyond the visible effect. Transfusion has one of the fastest activation times and recharges of all the AE heals. This is to compensate for the to-hit roll and target-centered nature of the power. Get this power.

Stats:
Healing effect: The base healing number for Transfusion is 17. Add +3 per level from 1-10. +4 per level from 11-20. +5 per level from 21-30. +6 per level from 31-40.
Endurance Debuff: The target of this power will lose 20pts* of endurance. This effect will vary depending upon the relative level of the mob compared to yours.
Endurance Cost: 7.5
Activation: 1s
Recharge: 8s
Range: 60
Base Accuracy: 90%
Duration: Instant
Enhancers Available: +ACC, +END Drain, -END, +Heal, +Range, -Rec

Siphon Power (Level 1) - Siphon Power is a combination damage debuff/buff. It is a single target power and after landing a successful hit will provide a AE damage buff to all those around the user. The AE portion of this power covers a decent area and takes some practice to get it to affect the most teammates possible. Siphon Power is one of the great staples of the Kinetics set and I highly recommend learning how to use both the buff and debuff portion of this power to maximum effect. Get this power.

Stats:
Damage Buff: The buff of Siphon Power is an even 20% to the base damage of an attack power. Other than time limitations and the maximum cap on a damage power there is no stacking limit to the amount of times this buff can be applied to a hero. This buff also stacks with the buff from Fulcrum Shift.
Damage Debuff: The debuff portion of siphon power is a 25% reduction in damage. This can be stacked on a target multiple times and the maximum debuff to a target's damage dealing potential is 90%.
Endurance Cost: 15
Activation: 2s
Recharge: 20s
Range: 80
Base Accuracy: 75%
Duration: 30s
Enhancers Available: +ACC, -END, +Range, -REC

Repel (Level 2) - Repel is a personal force field that will automatically knockback any enemy that touches its area of effect. Repel has use as both a personal/team protection power and as a lockdown power against dangerous enemies. This is one of those odd powers. I have used it before and found it effective for 'bowling' enemies. Back someone into a corner and they stay off their feet. But it IS a big drain on endurance.

Stats:
Knockdown Buff: The field is slightly larger than melee range and therefore is good, although not complete, protection from melee damage. The power has a continous endurance cost and will also use a small amount of extra endurance each time the field knocks an enemeny down. Note that enemies resistant or immune to knockback will ignore Repel.*
Endurance Cost: 1.5 per pulse
Activation: 1s
Recharge: 20s
Range: Melee
Base Accuracy: n/a
Duration: Toggle
Enhancers Available: -END, +Knockback, -REC

Siphon Speed (Level 6) - Siphon Speed is a combination speed debuff/buff. Like most kinetics powers it requires a successful hit against an enemy target and then provides the user with a boost to his speed. This power has great use as both a travel power and a excellent long duration snare. This power combined with Inertial Reduction can eliminate the need for a Kineticist to take a pool travel power. A useful power IMO, not mandatory, but effective at slowing a single target while boosting your own speed. It will enhance all movement from running to flight.

Stats:
Speed Buff: Siphon Speed provides a movement speed buff that applies to all movement powers, except Teleportation. This will increase ground movement to a speed slightly faster than base Super Speed.
Speed Debuff: Siphon Speed debuffs the target's movement speed considerably. Speed can only be reduced to a minimum of 10% of the creature's top speed.
Endurance Cost: 11.5
Activation: 5s
Recharge: 60s
Range: 80
Base Accuracy: 75%
Duration: 60s
Enhancers Available: +ACC, -END, +Range, -REC, +Run

Increase Density (Level 8) - Increase Density is a ally targetted buff to damage resistance and protection from effects. This is the first of kinetic's two ally targetted buffs. It provides decent protection as a resistance power, but where it really shines is as a means to remove and protect from ill effects from mobs such as ink men and abberants. Increase Density has a slight disadvantage in that it slows the movement speed of the target slightly. Many suggest waiting until late in your career to take ID, around level 20 when mobs that use effects become more prominent. Personally I recommend taking this power shortly after it becomes available as it will trivialize clockworks, a very common enemy until you reach 20. Personally I would take it after Siphon Speed to offset the slow effect, but then I don't plan on getting a normal travel power at 14.

Stats:
Resistance Buff: Increase Density provides a base of 25% resistance against Smashing and Energy damage. Note that a character's damage resistance cannot exceed 90%.
Effects Buff: Increase Density provides a strong buff against Disorient, Hold, and Immobilization effects. It also frees the target from these effects if they are active when hit with this power.
Speed Debuff: Increase Density debuffs the target's movement slightly.
Endurance Cost: 12
Activation: 2s
Recharge: 3s
Range: 70
Base Accuracy: n/a
Duration: 60s
Enhancers Available: -END, +Range, -REC, +RES

Speed Boost (Level 12) - Speed Boost is the second ally targetted buff in the kinetics line. This power has several beneficial effects which include an increase in movement speed, an increase in endurance recharge, and a reduction to power recharge rates. This power is one of the staples of the kinetics line and is your first "high demand" grouping power. Take this power as soon as it becomes available. Get this power.

Stats:
Speed Buff: Speed Boost increases the target's movement speed to all movement powers, except teleportation, by a significant amount. The ground speed is slightly less than base Super Speed.
Endurance Buff: Speed Boost will improve the target's endurance regeneration by a base of 30%. For Reference the base end regeneration rate is 1.66 end/sec.
Recharge Buff: Speed Boost provides a 30% reduction to the recharge time of the target's powers. Recharge reduction uses the X/(1+Y) formula, where X is base recharge and Y is the total amount of reduction expressed as a decimal.*
Endurance Cost: 11
Activation: 1s
Recharge: 2s
Range: 50
Base Accuracy: n/a
Duration: 120s
Enhancers Available: -END, +END Recovery, +Range, -REC, +Run

Inertial Reduction (Level 18) - Inertial Reduction is a AE movement power. It will provide all characters within the AE at the time of casting with the Super Jump power. This is a great personal travel power and can be very useful to your group as IR is faster than Flight and able to clear obstacles better than Super Speed. Unlike actual Super Jump, IR takes no endurance to use after the initial cost. Get this power if you plan on not getting the usual travel power. Plus you can show people how much fun Super Jump is... right Pacey?

Stats:
Leaping Buff: IR grants all affected by it with the equivalent of the Super Jump power. All other leaping powers will stack with IR, but the effect is not highly noticable with SJ as you will hit the movement cap.*
Endurance Cost: 34
Activation: 2s
Recharge: 60s
Range: PBAoE
Base Accuracy: n/a
Duration: 60s
Enhancers Available: -END, +Jump, -REC

Transference (Level 26) - Transference is a targetable endurance drain/endurance heal much like transfusion. Like transfusion this power is centered around the target and has to hit the target in order to function. This power is one of the most powerful abilities in the Kinetics line and combined with Fulcrum Shift give Kinetics probably the best top of the line powers of any defender set. If you can survive from 20 to 26 without taking Stamina, this power will alleviate any endurance problems you might have had otherwise. Get this power.

Stats:
Endurance Buff: All allies around the target will instantly receive a base of 40pts* of endurance when this power goes off.
Endurance Debuff: The target of this power will lose around 50pts of endurance. This effect scales with the relative level of the mob to the user.*
Endurance Cost: 4
Activation: 3s
Recharge: 30s
Range: 60
Base Accuracy: 90%
Duration: Instant
Enhancers Available: +ACC, -END, +END Drain, +END Recovery, +Range, -REC

Fulcrum Shift (Level 32) - Fulcrum Shift is the crowning power of Kinetics and delivers upon its' promise of "dramatically turning the tide of any battle". This power acts as a mass Siphon Power. The target of this power and enemies within the AE get hit with a Damage Debuff. In return you, all allies in the Area of Effect and all allies within an Area around you receive one Damage Buff per enemy affected by Fulcrum Shift. Just a small cluster of enemies can easily add 100% damage to your whole group and if you hit the right clusters its possible to stack icons from one side of the screen to the other. This power's effect also stacks with those of Siphon Power. This power can easily make every member of your team hit the +damage cap for their powers. Get this power.

Stats:
Damage Buff: Fulcrum Shift provides one +20% damage buff per enemy affected by this power.
Damage Debuff: Each target affected by Fulcrum Shift suffers a 25% reduction in his damage dealing. The target's damage cannot be reduced to less than 10% of his original damage.
Endurance Cost: 22.5
Activation: 2s
Recharge: 60s
Range: 60
Base Accuracy: 65%
Duration: 30s
Enhancers Available: +ACC, -END, +Range, -REC

---------------------------------

*Changes from v1.0 to v2.0

-- Corrected a few spelling errors.

-- Transfusion: Changed the section on Endurance drained from 25pts to 20pts. Added note about end drain scaling with mob level.

-- Repel: Changed the implication that Repel provided complete protection from melee. Reformatted section to match the rest of the guide.

-- Speed Boost: Added a short explanation of recharge reduction.

-- Inertial Reduction: Moved some part of the description to a section on Leaping Buff. Added information about stacking with other leaping powers.

-- Transference: Upped the endurance gained base from 30 to 40 and upped the endurance drained from 30 to 50, this reflects more extensive testing of the power. Also added note about end drain scaling with mob level.

---------------------------------------------------

There it is, the new updated Kinetics - A Defender's Guide. Please feel free to comment and peruse. As always I will update this guide as more information becomes available.





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Petrified-OMO
Taxing Patience



Posted - Aug 20 2004 :  16:11:56  Show Profile  Reply with Quote
The electic secondary for Defenders is turning into a more interesting power set that I initially thought. Any defender with Hasten could use the first two powers (Charged Bolts and Lightening Bolts) without concern for another attack power. Charged Bolts is a single target shot dealing Moderate damage. Lightening Bolt is a single target shot that does heavy damage and you can down an even level minion with one shot from each. Both slotted with Accuracy and Damage (2 ACC and up to 4 Damage) will serve long and glorious carrers.

The other powers in the set that look good are: Aim (who does not like better accuracy?), Zapp (the Sniper attack), Tesla Cage (hold the enemy), Voltanic Sentinel (an immobile pet), and Thunderous Blast. Short Circuit is good if you plan on using it to drain your enemies endurance and ball lightening is an AoE that looks more like a recipe for trouble as a defender until later levels. All these powers drain endurance to some degree or another but, as many of you know, endurance does not seem to be much of an issue for anything smaller than a Villan Boss.



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BackPainOMO
Have Blunderbus, Will Plunder!

Posted - Aug 20 2004 :  17:00:01  Show Profile  Reply with Quote
Good stuff, Petri, thanks.

"The (Democratic) Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power. ... We know that no one ever seizes power with the intention of relinquishing it. Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power. Now do you begin to understand me?" --George Orwell, "1984" - And if you have not figured that out by now with Obama in office, there is no hope.

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Fossil-OMO
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Posted - Aug 20 2004 :  18:21:21  Show Profile  Reply with Quote
That's really funny, I just made a defender with elec as a second last night "hunan beef", I'll bring onboard once I get him leveled up. Ok so I capitulated and made a defender for the Dish fighters on justice, Im busted...


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Petrified-OMO
Taxing Patience



Posted - Aug 25 2004 :  15:55:27  Show Profile  Reply with Quote
At the CoH forums, I found this useful tidbit of information about Pool Power attacks (note: all damage is considered at level 6 against an even-level minion):

quote:

Boxing: Dmg=10(9.65), Cost=5, Act=1, Rchg=3
Kick: Dmg=12(11.72), Cost=5.5, Act=2, Rchg=3
Jump Kick: Dmg=12 or 13(?)*, Cost=6.5, Act=3, Rchg=3
Air Superiority: Dmg=13(12.7), Cost=7.5, Act=2, Rchg=4
Flurry: Dmg=16(13.76)/2x8(1.72x8), Cost=6.5, Act=3, Rchg=3

Secondary effects:

Boxing: Disorient (very rare)
Kick: Knockback (rare)
Jump Kick: Knockback (common)
Air Superiority: Knockdown (very common)
Flurry: Disorient (very rare)



I understand that Flurry's base damage does not scale well as you get higher in levels. I do not know about the scaling for the remaing pool powers.



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Petrified-OMO
Taxing Patience



Posted - Aug 27 2004 :  10:29:17  Show Profile  Reply with Quote
Teleportation:

Recall Friend: Useful to bring a straggler or hospital goer to a mission or pull them out of danger, it does have a max range of 10,000 feet so there are some areas (Independance Port for instance) where the range plays a factor.

Teleport Foe: Useful for bringing the enemy to youself. Very useful when a villain is stuck in a wall but situational. It has a range of 200 feet and will often drag the rest of a group after them.... at their normal run pace of course.

Teleport: This travel power is, hands down, the fastest over long distances. It is, however, very draining and jump distance is maxed at 100 yards. Shorter disances may be made if there is an object you can target for the jump. The map, at this point in time, cannot be used to port with except for marking a destination point. It should also be noted that there is a 3 second period where you are immobile after a jump by a temporary hover to allow you to prep your next jump. Teleport recharges instantly so there is no waiting for it to refresh. Also, any momentum you have, such as falling, will continue over to subsequent jumps unless an object acts against it. Hover is useful for porters as it allows you to remain in the air (and even recover endurance) without touching the ground or a roof top. Used tactically, it is a very good way of closing the gap on a runner or just saying 'hi' to an enemy before taking them down. Invulnerable tanks or those who are immobilized can still Teleport, a vary good way to get into combat when using Unyielding Stance or when immobilized by an enemy. Enhancing Teleport has an effective 2:1 ratio of Endurance Reduction to Distance.

Team Teleport: The final part of the TP pool powers that acts very much like Teleport but allows you to take any allies in the radius with you. Very situational and more than likely meant as way to take the whole team out of combat. Jump Distance is only 100 feet, which means effective removal may require more than one jump.



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BackPainOMO
Have Blunderbus, Will Plunder!

Posted - Aug 27 2004 :  12:05:45  Show Profile  Reply with Quote
Teleport and Team Teleport have VERY low distances indicated. Is there a typo? e.g. 100 yards and 100 ft are nothing range wise.

"The (Democratic) Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power. ... We know that no one ever seizes power with the intention of relinquishing it. Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power. Now do you begin to understand me?" --George Orwell, "1984" - And if you have not figured that out by now with Obama in office, there is no hope.

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Petrified-OMO
Taxing Patience



Posted - Aug 27 2004 :  12:13:27  Show Profile  Reply with Quote
It is not a Typo.

Teleport has a 300 foot range (100 yards) while Team teleport is 100 feet (33.3 yards).

No, not a lot of distance.



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Petrified-OMO
Taxing Patience



Posted - Oct 04 2004 :  12:59:51  Show Profile  Reply with Quote
While running a mission with Dark Fall teamed up with Dark Grifter, we got to see a level 30 Ice/Ice Blaster at work when we discovered we needed 3 people to disarm some bombs. I knew that Ice Blast could deal some serious damage and that was confirmed as I watched this guy one shot and two shot villains with ease and speed. I was very impressed.

His build was centered on speed, fast high damage attacks and always moving to keep out of range. Exactly how Cold Cat will be when she gets higher up.



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Old Bugger OMO
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Posted - Oct 27 2005 :  13:23:40  Show Profile  Reply with Quote
*Bumped for Aged to take a look at*






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