Pondering Ice/Kin

So I chose Ice/Kin for Unchained Path after reading a very persuasive guide as to how it was a really keen Controller combo — synergizing to turn the opponents into slow-motion old men while you and your team are whizzy, quick-charging juggernauts.

Main problem I have, as I lay out plans for her in CoH Character Builder, is that there are too many great powers in both Pools that I want to take — not to mention the various Auxiliary Pools (and EPPs) that would be of value>

I’m not going to post my plans here, because that would just be silly until I get a better feel for the character. But my main concern was over the idea of what travel power to take. All the Kinetics guides, of course, tell you that you don’t need a travel power for Kin — Siphon Speed gives you Super Speed abilities and Inertial Reduction gives you Super Jump. If you want something, they all say, go with Super Speed so that you can couple it with Stealth.

But … I like Fly

In the end, what decided me to go with the Travel Powerless approach was Margie noting three things:

  1. IR does give you SJ-like abilities (albeit at level 28).
  2. Safeguard Missions should (if like the CoV counterpart) will provide some temp travel powers, for those awkward moments when Siphon Speed wears off and there’s nothing but +3 Purples around.
  3. I can always Respec if things aren’t working well.

Right. Let’s see how it goes.

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