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Help with a COH to CO concept - Grav/Kin Controller to... what, exactly?

logandarklighterlogandarklighter Posts: 334 Arc User
edited October 2012 in Power Discussion
Okay. I've got a small problem here.

I've played Champions off and on since it came out, but City of Heroes was always my main game.

I've made some CO Versions of my COH characters and for the most part they work well.

My main character from COH (Cyberman 8) was a Martial Arts/Super Reflexes scrapper. And though you don't get total avoidance of damage over here in CO like you do in COH, I've got a build that works well and has the same general "feel" to it.

Similarly, my superstrength/willpower brute, Lily the Diamond is pretty straight-forward as well. Almost like not having left at all.

My dual pistols/energy blaster Sassinak is starting out fine as a munitions toon (Who I can later add some short range energy blast or melee powers to)

But...

Here's the real challenge:

Kara Skye is a controller in City of Heroes - Gravity Control is her main power set and her secondary is Kinetics. She boosts teammates speed, slows down enemies or outright holds them in place. She can heal by drawing kinetic energy from a foe. She can drain their Endurance - she wormholes (teleports) groups of enemies around. She has a gravity singularity "pet" that also does damage and holds.

I can do her LOOK just fine. I'm satisfied for the most part. But the powers? There doesn't seem to be anything comparable to what she did in COH here in CO.

I've initially tried making a combo of Force and Celestial, but although it's effective, it just doesn't feel correct. Some of the Telekinetic powers (the non-blade ones) might work. I'm about to try another respec and play around with this some more.

I subscribe and have some experience with doing free-form builds, but I'm not "pro" by any stretch. Mostly I've applied some strategies from the build guides here on the forums to avoid gimping myself and tweaks to make existing builds better. I'm honestly a little frustrated with this situation though. I feel like I'm missing something obvious.

Is there no solution? What's the closest any of you could come to duplicating what she does? If you want to try and help, don't feel straitjacketed by the City of Heroes powers. I won't be. Read her Virtueverse description linked above, where I put in layman's terms what the power sets are doing and how they apply to what she is and does. All I'm looking for is a build with the same general feel and that will be good in the support role.
Post edited by Unknown User on

Comments

  • forrksakesexcoforrksakesexco Posts: 436 Arc User
    edited October 2012
    In practice, this means drawing energy from her foes to heal allies in the immediate vicinity as well as herself
    Lifedrain with Vampiric Sympathy adv fits the concept
    At the same time, she can add raw kinetic potential to them, allowing them to move faster, jump higher, all while requiring a fraction of their normal energy to do so.

    All in all, Kara becomes a massive force multiplier to any team of superheroes
    AOPM improves stats on all team mates, it's the closest thing to your concept.
    Force Cascade is such a match with AOPM it's hard to do any better still some stuff bout TK ranged.

    Kinetic Darts w Incisive Wit adv (gives a chance of getting ego surge)
    TK burst power up AOE (explosion of TK knives) good for stacking ego leech
    TK Assault Single target maintain and pretty brutal
    TK Lance very heavy power up STA - consumes ego leech for additional damage effectively double damage with 5 stacks of leech. Looks like you thrust an ethereal lance at your target.
    TK Wave - charge up knock back AOE better damage than TK burst also psychic tides adv will rob targets of energy
    TK Eruption for when they get too close charge up knock back attack that gives a damage bonus if charged for 1 sec or more
    TK Maelstrom - charge up AOE with a cooldown - it can stun targets for a time
    Mental Discipline - Basic buff to ego damage not that good but gives up to 2% increased crit chance for every stack of ego leech
    Ego Reverb the energy unlock scales with Ego and Recovery

    So an AOPM TK ranged build with either Concentration or Mental Discipline, Concentration is prolly a better bet - suggest Ego/Dex/Int or Con or Pre.
    Attacks would be TK Assault, TK Wave w Psychic tides adv, TK Lance and Lifedrain w Vampiric sympathy, maybe TK Eruption to keep em off you.

    The wiki entry on TK as if you didn't know
    _____________
    [SIGPIC][/SIGPIC]
    The one who can't shut up formerly known as 4rksakes
    About the @handle - it's a long story.
    Profound quote.. "I'm not a complete idiot - several parts are missing."
  • logandarklighterlogandarklighter Posts: 334 Arc User
    edited October 2012
    Hmm... Not bad. Decent ideas. Could use more crowd control.

    How about Ego Hold and/or Ego Storm? How good are those?
  • silvergryphsilvergryph Posts: 63 Arc User
    edited October 2012
    Very quick draft:
    PowerHouse (Link to this build)

    Name: Kara Skye

    Archetype: Freeform

    Super Stats:
    Level 6: Presence (Primary)
    Level 10: Ego (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Hero
    Level 6: Showmanship
    Level 9: Finesse
    Level 12: Shooter
    Level 15: Lasting Impression
    Level 18: Impresario
    Level 21: Wordly

    Powers:
    Level 1: Kinetic Darts
    Level 1: Telekinetic Assault (Rank 2, Rank 3)
    Level 6: Telekinetic Burst (Rank 2, Sudden Impact)
    Level 8: Aura of Primal Majesty
    Level 11: Ego Reverberation
    Level 14: Concentration
    Level 17: Force Geyser (Hard Landing, Nailed to the Ground)
    Level 20: Lifedrain (Rank 2, Vampiric Sympathy)
    Level 23: Ebon Rift (Rank 2, Rank 3)
    Level 26: Mindful Reinforcement (Rank 2, Revitalizing Boost)
    Level 29: Vala's Light (Rank 2, Rank 3)
    Level 32: Ego Hold (Rank 2, Mass Effect)
    Level 35: Field Surge
    Level 38: Ego Surge (Nimble Mind)

    Travel Powers:
    Level 6: Flight (Rank 2, Rank 3)
    Level 35: Teleportation

    Specializations:
    Presence: Repurpose (3/3)
    Presence: Grandeur (2/3)
    Presence: Moment of Glory (3/3)
    Presence: Vulnerability (2/2)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (3/3)
    Sentinel: Genesis (2/2)
    Sentry: Fortified Gear (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Presence Mastery (1/1)
  • mijjesticmijjestic Posts: 481 Arc User
    edited October 2012
    Er...AoPM still has the mandatory crap graphic right? Anyone who doesn't want floaty arcane symbols hovering out them is going to need to look elsewhere.

    Guess there is Aura of Radiant Protection, but this only provides a defensive benefit.
  • silvergryphsilvergryph Posts: 63 Arc User
    edited October 2012
    Aura of Ebon Destruction is a nice all around damage buff. But no defensive component.
  • silvergryphsilvergryph Posts: 63 Arc User
    edited October 2012
    Seraphim could work too.
  • logandarklighterlogandarklighter Posts: 334 Arc User
    edited October 2012
    Not bad. Not bad at all. Used some of the suggestions above on a full build on the PTS (she's only level 20 live).

    I did go with Seraphim instead of AOPM for the reasons above - it just doesn't look right.

    Initial testing seems to indicate it works well. I'll have to see how it works at level 20 on live. May need to tweak a little bit. But the -feel- is much closer to what she was in COH so far.

    I hadn't considered Ebon Rift before. It's no Singularity. But it's a pretty decent cross between that and Wormhole. Recoloring that and the other powers in this build a medium blue very much makes them look like some of the biotic powers from Mass Effect - which is largely what I was going for.

    That helps a lot. But if anybody has any other suggestions I'm open to them.
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